#Items Ideas and Suggestions
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Vampiric bayonet crossbow that sucks blood of enemies on melee and shoots out seeking bat-themed projectiles on ranged :)
There's also the Dead Cells solution to ranged, where your ammo gets stuck into enemies and you have to retrieve it manually, usually by killing and or hitting them. Though, in this case, you'd probably want killing an enemy to cause any ammo stuck in them to drop to the ground, rather than being automatically retrieved.
The main difference between having explicit ammo (that can be retrieved via melee strikes) and a rune charge based system is that the ammo still allows you to have a separate rune charge that interacts with any other runic strike support more normally. I think it would also make transitioning between weapons a little bit easier, since using a melee weapon's runic strike wouldn't lock you out of switching over to ranged.
I don't think that's a bad design rule, but for the sake of exploring it a bit more fully, I'd like to question if its really necessary. After all, a player has two weapon slots, meaning they could just switch to a dedicated melee weapon when it would be appropriate and it'll probably handle melee better than a hybrid weapon.
and if you have to spend time in melee to get your hands on a ranged attack, is there much of a point to move further away to use your ranged attack rathern than just releasing it in melee distance?
At that point you have a melee weapon that looks like a ranged weapon, kind of
I think a melee component is necessary to have, but not having any consistent ranged option at all kinda defeats the whole purpose
For certain for player it would feel the best to use it if it's a bit more fluid from swapping from melee to ranged and from ranged to melee.
Okay, got an idea. maybe have runic strike work differently for bows? Rather than using all of the runes at the same time, each rune can be used to enhance a single arrow but lower the bonuses each arrows gets from it to compensate. Could still hold the runic strike for a bit longer to release more powerful arrow that uses all of the runes.
Or alternatively, make it so heavy attacks spend a rune charge to fire an enhanced arrow. Could still fire arrows without runes but make them weak and not worth using?
Or, since we were discussing the issue with range borderline "avoiding combat", we could make it so rune strikes are the "true range". make the normal attacks melee (with that glaive bow for example), heavy attacks slightly longer range than melees, like the unsheathe leap attack range (actually shooting an arrow), and save Rune Strikes for actual long range, capable of sniping enemies! It wouldn't be a problem then, since you'd need to get some close combat to charge back the long range shot!
but what's the point of sniping anything when you're at melee range, potentially using melee attack that is very weak?
you'd just use it at melee range at first enemy
more than one shot and you'd probably finish off the first enemy and then follow up by attacking other nearby enemies
also limiting all of the ranged attack potential to runic strikes takes away a lot of potential from being able to create synergy
bro im telling you guys, keep the bow at an ability
just a spectral bow ability that can shoot one powerful arrow to do massive damage
now im picturing lightning weilding a sawed off shotgun
Fair points! There are just so many ways to make bows... A jack of all trades main weapon with a lot of versatility, a situational secondary with unique mechanics, I can eve see it as an ability like Daantjevz is saying. It'll come down to Sozidar's vision on how to go for it.
I did suggest a Rune based on a similar idea, but with the potential for more than one strike, since I think a large part of what sets an "archery" type power apart from regular abilities that hit at range is the ability to fire it more than once. With out that, it's just going to be a worse version of the thrown whirlwind, ranged triggers like the ice spikes, or gap closers like Lightning Sting.
When designing a ranged weapon or ability, I think it's important to start by considering the use case you intend for that specific weapon or ability, rather than a generic concept of how to make a ranged ability work in a melee game, because there are a lot of ways to answer that second question and a lot of them result in abilities that aren't worth using.
Off the top of my head, I think there are a few primary use cases that ranged weapons could focus on.
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Softening up a group before going in for melee: The goal hear is to, generally, make a fight easier by weakening your targets before they can close. It'll generally benefit from firing a decent number of shots quickly or using AoEs and doesn't need to kill targets, just make them significantly easier to kill. Think rain of arrows or a shotgun blast.
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Alpha strikes on priority targets: This is hitting specific targets hard enough to take them out of the fight quickly. While this can be conceptually similar to 1, it's more focused and continues to be applicable after a fight starts. It's generally going to favor fewer but more powerful shots. The iconic image here is sniping an elite.
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Getting an effect at a targeted location: The ability to produce effects somewhere you aren't. Unlike the other options, this one doesn't require hitting enemies and will be a lot more dependent on the weapon's abilities. This could mean being able to more precisely place a fire tornado, killing backline enemies to enhance the effects of Constellations. Outside of already extent abilities, it could also work for more utility effects, like placing a target you can teleport to later, though I'm not sure how you'd balance the traversal utility of that particular example.
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Agro Control: Basically hitting an enemy from outside of their agro range to get them to come after you and separate from their pack, thus splitting difficult encounters into more manageable fights. This is probably the easiest to implement, with the loosest requirements, but it's also probably the one that needs the most control, if not outright prevention, because it can be a very powerful and boring tactic. It's also the tactic range will default to if the implementation isn't suitable for any of the other tactics.
- Altering the Combat Paradigm: This category is about being able to fight at ranges greater than melee by accepting some other tradeoff. Personally, my ideal for this would be allowing me to deemphasize precise spacing—I have a very hard time judging how far a swing will reach, regardless of who's swinging—by placing a greater emphasis on positioning, timing, and resource management. Unlike every other use case, where you only need a few shots or a single flurry to function, this needs to allow for more consistent ranged output. By the same token, while the other options can allow for quite significant ranges, this would need to be far more constrained, so it doesn't turn into pure sniping; it really only needs to be far enough a way to provide a buffer against misjudged attacks.
Off the top of my head, something like 2-4 sword lengths for range, with some combination of movement penalty while firing (potentially forcing you to stop entirely), and limited ability for AoEs. That way you're forced to pick and choose when you fire and when you dodge and your enemies are never that far away.
I like the approach of "using ranged to take out a specific target in order to make the melee situation more easily approachable", so #2
You don't need to, and probably shouldn't, pick just one. Different items and abilities can be designed around different use cases. With that said, the Sniper archetype is probably one of the better ones to start with, since it's relatively simple and clear cut, both in terms of how you'd want to present it and how to judge its effectiveness.
Hold on
- a method to continue dishing out dps even when you're taking a backseat from active combat to recover resources. Say for example, you need to back up to let your knockbacks recharge or to let a status effect wear off. Having a weak ranged secondary option makes it a little more viable to fluidly transition into a more recovery-focused state during a tense battle. Say you have the rune that makes your runic strikes recover charge and your lights/heavies not. You can rush in head first, get big hits with your strong melee attacks, and then back off for a little when you're low on charge and lightly salt the enemies with your ranged runic strike. In this scenario, it doesn't necessarily matter what enemies you hit, as long as you hit something. You aren't specifically out to deal damage, it's nice that damage is being dealt but your goal is to be restoring charge from a safe vantage/distance so you can get right back into meaty melee combat as soon as possible. Softening them up is just a bonus.
This probably kinda coincides with #1, but the intention is slightly different
My inclination is to say that would probably be another use of 1 or 5, since you're either looking to soften up the group from a bit of range or you're looking to temporarily change how you engage with combat. With that said, I think the main version that would be fully distinct from either of those would be one that largely, or fully, eschews damage for some sort of crowd control, like a force wave that can repeatedly knock enemies back. However, I'm not sure if that's a good style of combat to encourage, because an effective implementation would mean not really engaging with the enemies and, functionally, putting the fight on pause while you wait for resources to recharge.
Can you think of other ways to approach this paradigm or to avoid that end state?
A melee that restores knockback charges, a ranged that spends them 
Still encourages going in for melee hits, perhaps the strategy would be using the ranged to group the enemies into as tight a crowd as possible so you can move in with melee to hit them all with a single swing
BLACK HOLE GUN THAT SUCKS ALL THE ENEMIES TOWARDS A CENTRAL POINT
That wouldn't really fit the 6th use case you described, since you're not using the ranged mode as a window to recover resources. I'd say that's closer to number 3, getting an effect at a target location.
Right
I was more so just spitballing an idea
I think ammo being tied to runes in and of itself is a natural way to encourage the duality between melee and ranged
In that case, I could see something like that working.
I think that could work as a Rune, that converts your Runic Strike, or a power that makes use of your runes. However, I thin it would be less than ideal as a weapon, because it doesn't necessarily interact well with with your your melee weapon (e.g. using a melee runic strike locks you out of retreating or getting in some ranged hits) and I'm not sure how compatible it is with most use cases.
Gotcha... I think, at a certain point we need to allow weapons to influence their own runic strikes to more fully create a playstyle for that weapon
For certain weapons at least
Or add an additional attack button for the game specifically for alt fire type attacks that aren't runic strike
Maybe, but I'm not sure if that's a good way to do it. Also, like I said, I already wrote up a pair of Runes that work by changing the Runic Strike and one of them has a range focus. I think that's a better way to approach the rune charge -> range concept, but those suggestions didn't get much of a response.
gotcha
what if rather than having a ranged weapon, we make it a power? We have a bit of a lack of those, and something like Zeus's thunderbolts would be pretty iconic. Make it so it recharges from combat instead of a timer, and that fixes the issue of just having someone sniping everything on the map out of the corner.
also I dont know if its possible with how the game deals with items, but making it so that weapons stored in your alternate slot keep ticking on their own counts would be sick. One example of this would be the crusher. Currently, if you swap it its count of hits for the next crit is reset back to 0, but if you allowed it to be shouldered with a count of 4 hits, you have a powerful strike that is sitting in your back pocket, encouraging you to swap to it to land a devastating blow. This would also encourage "soft" swapping(switching between currently held weapons) over "hard" swapping(going into your inventory to get a different weapon) with a gameplay advantage rather than just a convenience one.
would feel much better than just having your 200 combo on your claymore just going poof because you happened to hit f if it just ticked down silently in the background
Again, think in terms of use cases. A ranged power is absolutely something that can work, but it's going to fill different use cases and it's going to need to compete with Sting more directly.
Idea, A spear or lance that replaces the sting with a brief rushing attack allowing you to run through crowds. It would be a really cool way to reposition during a fight while still doing damage.
A continuous suggestion:
Whenever a community member achieves something remarkable, note it to be implemented as a future achievement and give said community member the right to name it.
What counts as remarkable and how much of that would actually be fun gameplay to encourage?
So far:
- Reach the ichor cap of 9,999,999
- Deal over 100k damage in a single hit
Ok. That's a good pair of examples. Hitting some arbitrarily high damage number in a single hit is an interesting challenge that mostly exists as a test of build crafting and, depending on what's required, some degree of execution. That's probably a good achievement.
Conversely, hitting the ichor cap just requires a lot of grinding and minimal spending much. Is that worth encouraging?
Also, the difficulty and meaningfulness of hitting those numbers will likely change, pretty drastically, as the game develops, especially once a crafting system gets added. Does it make sense to lock in those kinds of targets now?
That second point makes a lot of sense. While our overall power level shouldn't scale that much, the increasing number of interactions will birth newer, stronger edge cases over time.
Still, the core idea is to let the community name achievements that they themselves have achieved.
Stuff people have already chosen to do through no nudging of another
And are also achievements in of themselves
To say "yeah, this achievement exists because someone actually did that, and they named it too"
That could be fun. I'd just be careful about making it a hard and fast rule.
Power idea, stacking strikes. Time stops for the next couple of seconds(enemies stop moving), and your attacks create lightning clones that deal a percent of your physical damage when time resumes(attacks made in this state could be made to do 0 damage)
This power would allow fast attacking weapons a chance to deal a decently large amount of damage at once through multiple clones, heavy weapons a breif respite and setup for crowds, and could potentially have incredible synergy with the other powers(to the point where it might be good to disable them for this powers duration).
It can definitely get a better name, but I just did like 4 hours of hw and cannot think of a good name
Cursed existence:
A flail(because that truly is a cursed weapon) that occasionally deals damage to its user, for the benefit of a temporary increase in lightning damage(because you are coating your weapon with your own existence, and you are lightning). Importantly, higher levels should allow strikes to hit you more often, rather than less to play into its strengths.
This would make an incredibly risky weapon that allows builds based around sustain to be very powerful, as pairing this with items such as the northern heart or fragile guardian heart could net some powerful synergy, while running this with a poison or blaze build could force you to meet a very unfortunate and sudden end. This also would allow for on damage taken items, like the ring of shared suffering to be triggered more consistently.
Artifact, Greedy Fork:
Allows ichor to be consumed in order to maintain(not increase) a weapons satiety level while it is used.
Artifact, Striking Rush:
decreases the rate at which your dash recharges for the tradeoff of making them deal small amounts of lightning damage to enemies collided with in your dashes.
some staff:
Necromantic pulse: when a creature is killed, it has a small chance(like instant death percent chance) to be respawned as a ally. It continuously burns itself closer to death and when attacking, applies fire damage equal to a percent of your physical damage. When it dies, it does not deal damage, but applies stacks of burning to surrounding enemies
tower shield:(crashing might maybe?)
Gives the user temporary i-frames when using their heavy attack at the same time as an enemy (like the parry swords). When performing a vortex attack with this weapon, sends out spiraling waves of pressure that damages enemies in its path(spinning a tower shield around doesn't seem very helpful)
brass knuckles, Gamblers Pummelers:
chaotic violence:
landing an attack has a moderate chance(about 20%) to deal 1-3(at base, increase the upper end but not the lower end, and weight toward the lower end. Like 30% 1 stack 30% 2 stacks 20% 3 stacks 10% 4 stacks 10% 5 stacks at +3) stacks of any debuff (poison, freezing, weakened,etc.). 100% of your physical attack damage is converted into any damage type in the game.
Potentially could be one of the strongest items in the game, if you were lucky enough, but more often than not the lack of consistency will cause it to be on the lower end of the pack. Like actual gambling!
Ritualistic tome:
Allows the user to focus on reading archaic verses, allowing stacks of verse to be applied to the user up to a maximum of (amount). Striking with this weapon deals an additional (amount) of psychic damage, plus an additional % phsycic damage for each stack of verse.
Could be a cool way to empower more psychic damage weapons, and would also allow me to hit someone with a book. Win Win
I think that's enough for me rn.
speedrun achivement, just gotta figure out what time is supposed to be impressive first
Critical Crescendo Ring
Gain X% crit power per non-critical hit. Resets upon critical hit.
Critical Cascade Weapon
Gain X% crit chance for X seconds on critical hit. Stacks.
Repeated Strikes Necklace
Gain X% crit power per consecutive critical hit. Resets upon non-critical hit or X seconds without a hit.
Time constraint accounts for Death Spiral 100% crit chance.
That one will 100% change just because more content will be added
Speedrunning comp for first week of full release could be sick. Do the standard any% run with no majorly gamebreaking skips?
Mindflayer Ring
Every 3rd time dealing psychic damage, stun nearest enemy and heal X% of a Heart charge (or X% of the damage would also be cool).
Frostbite Ring
Critical Hits inflict X cold dmg with a X% chance of creating an ice pillar.
Thanks for the game, having a lot of fun.
Churches Hymn:
- Ringing a Bell causes enemies to target the Bell instead.
Continuing conversation from #🏰𝐄𝐍│voin-chat message
What about
- Afflicted enemies pulse lightning damage every time they're hit.
- Lightning damage scales with stacks.
The question of whether just physical damage or all damage or lightning damage can detonate them is up in the air. 🤔
There are also chain lightning effects already in the game with "Stormforged strikes" and "Lightning Shards". Maybe that could be the main effect and the lightning strike Sozidar mentioned could happen at max stacks, like the freeze shatter
what about :
- dealing lightning damage to enemies gives them stacks
- enemies with stacks create arcs of lightning to other enemies
- per stack : arc goes further and deals more damage
so it synergies with other effects that already create lightning
Item Idea.
Artifact: Severed Tentacle
Enchantment:
Corruption - When killing an enemy affected by Poison, Freeze or Weakened, transfer X% - 100% (depending on level) of the remaining stacks to a nearby enemy
ring that increases damage after a perfect dash would be neat
I think someone brought that out a while ago. Some kind of counter-attack ring
make it like a 2 second buff to physical damage and would synergize with sting
That has been suggested
yeah
That was me
tracks, its a solid idea
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That's all the perfect dash items I've suggested
A suggestion for suggestions: When Sozidar is looking for ideas for a specific slot + element item, could drop it here and see what people come up with for it? 🤔
That happened when we/he mentioned an element being under suggested, as well as non-weapon items
Speaking of under suggested categories, since there aren't many Heart suggestions, would it be worth adding my Dancer's Heart suggestion to the sheet?
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Is that even a fitting idea for a heart?
Probably. Did make a suggestion with somewhat similar idea of tying an ability to a heart beat, but it's focused of weakened debuffs and psychic build synergy
overall very different tho
yes! rhytm-based item could be fun 🤔 i added it to the plan
this one is planned too
I like the idea, but attacks have a bit of a delay on the swing and weapons have different speeds, would be rough to pull it off and making it feel smooth.
maybe tie it to the input instead of the actual hit
would make it a bit interesting how would they interact with each other if fused
prob change the tempo based on the weapon speed as well
I was definitely envisioning the timing on the input side.
talking about items that are missing, there are no fire synergy rings
Was thinking about something cool, but it would fit a weapon enchantment more than a ring...
What role are rings meant to fill?
On the topic of smaller categories, I also suggested too runes, but there are already more of those and my suggestions were odd enough that I'm not sure if they'd fit (I'd actually appreciate some feedback on that point, so I can gauge future suggestions better):
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At least my impression of rings is that they offer a little bit of everything, but usually weaker than all other items that are kinda more dedicated to their purpose
For me, they feel like a wild card. Effects that can hold up on their own or speed up a build
4 example, the perfect dodge leaving the ice clone. good on its own, but makes ice activate faster on an ice build
these runes overlap with the existing mechanic of charging runes, and different animations are too demanding in terms of work. but i like the idea of evolving effects that change with the number of runes charged.
these are also a bit much in terms of work. the effect suits a power more.
Thank you for that feedback. It helps a lot.
Echoing Debris
or Stonebound
I'd like to ask a clarifying question on the first one, though:
I pictured the charge on the Gravity's Wake rune as more of a secondary mechanic, rather than a replacement for the normal Rune Charging. Are internal charge mechanics ever acceptable on items and/or is it something about this particular interaction that's problematic?
OK, idea for the fire ring.
Ashen Ring
Enchantment:
Fire Retribution - Upon taking damage, Xnumber of Meteors rain down around the player, dealing X% damage that lingers on the ground for Xseconds (like the fire titans)
what i mean is that having two mechanics that appear to do the same thing can be confusing/hard to track, but tying this effect to a different item type might work
isnt that what that dragon necklace already does?
That makes sense. Thank you for the clarification.
not upon taking damage, but rather inflicting fire damage
oh mb, its similar tho
Quick mechanical question, before I make a suggestion: Is there a cap on Ablaze? More importantly, would it be bad if something either extended its durration or, temporarily, prevented Ablaze stacks on the player from expiring?
Been thinking about how good idea would it be to have items that convert 1 damage type to another? Another option for unexpected synergy between some items
Given the limited item slots, I feel like any conversion items would either need to give a secondary benefit and/or the different damage types would need more character on their own.
1 way to go about it is having a beneficial conversion ratio
such as 5:6 would be a 20% boost to the damage after conversion, along with benefitting from other that specific damage type boosts
there is no cap and manipulating the duration is possible
1 idea would be making use of those strong lightning damage buffs. converting fire to lightning damage, for example
That would certainly make it worth using, but without fundamentally district damage types (as opposed to damage types that are distinct because they act as different tags), that effectively just becomes a pure +damage item. It could allow for some synergies, provided it doesn't conflict with the item you want to synergize with, but my intuition says that, given the limited item slots, pure conversion items won't have an impact on game play that you can feel.
Does that make sense?
not necessarily. It would allow mixing and matching different elements without losing out on damage potential because normally fire and lightning items have 0 synergy
Ok. Here's an Idea for a fire elemental ring:
The Tapana Band
A ring for Rage and/or Ablaze builds that get so angry they set themselves on fire.
Enchantment: Incendiary Hate - When you enter a Rage state, gain n stacks of Ablaze (probably just 1, but it could also scale with level). While raging, Ablaze does not expire. While Ablaze, gain an aura that does X fire damage, per stack of ablaze, and extend the duration of any rage by Y.
Thoughts?
Also, somewhat ironically, I was considering adding an "Covert a portion of your physical damage into fire damage" style effect, before you brought up conversions, but I felt like that might be a few to many effects for a single ring.
Fair, but I think that raises two questions:
The first is whether enabling those synergies is actually a good thing. Since the damage types don't have much in the way of internal definition, they rely on the items and effects that cause and interact with them for their character. As such, an item that allows you to blend them reduces that character. Physical is probably the one major exception to this, since it's kind-of a default damage and converting from it can be seen more as opting into an element.
The second consideration is what synergies it would actually enable.
I'm almost certainly missing a few, but a quick scan of my inventory only turned up a set of necklaces for cold, fire, and psychic damage that trigger effects when you deal their respective damage type (the psychic necklace also boosts psychic damage). There's also a heart that boosts fire and cold damage and another heart that boosts physical and fire damage, with no other effects on either.
You mentioned strong lightning damage buffs, but I don't think I saw any of those (again, that's probably just me missing something or not having the relevant items).
well 125% boost to lightning damage surely qualifies (at +7)
Yes it does. Is that a primary effect and what is it on?
it should be tied to summoning circle of clones if I recall right
it is the only effect, lightning damage boost to enemies within the circle
should be a necklace
Ah. Runic Amulate. Activating Rune Infusion summons a circle of clones and reduces lightning resistance. I missed it because it's not triggered by doing the elemental damage and not worded as a boosed to the damage.
effectively that is basically what it does. If enemies have no resistance atm to certain types of damage the effect is the same
if they do have resistances, then it's more than just the stated amount increase to damage
Right. I was mostly just explaining why I didn't see it when I looked the first time. I was looking for keywords that it doesn't use.
Wait, how does having resistance result in it being a larger boost to damage than stated?
lets say enemy has 50% lightning resistance. that means lightning damage is cut in half. if you reduce that resistance by 100% it becomes -50%, meaning 50% boost to damage.
10 damage with 50% resistance would be 5
10 damage with -50% resistance would be 15, making it 3 times more damage
Got it. That makes sense.
also if enemy already has negative resistance it makes it less effective
Right. That makes sense. The bonus you're getting from it represents a smaller portion of your overall damage, because you were already getting a boost.
yup
Hmm... I guess there could be a difference even if all enemies have 0 resistance. Since if it really does reduce resistance, then it automatically multiplies other bonuses rather than just stacking on top of each other
As for the conversion items, it looks like there are three necklaces that have interesting triggered effects (by which I mean they're not pure number boosts ... I need a better word for that) as well as a necklace and two hearts that are, mostly, pure damage ups. That doesn't feel like enough to justify conversion as a primary effect, even with a damage boost. However, that doesn't mean it couldn't be a fun secondary effect.
I guess multi conversion with beneficial ratios would be an option too, such as item that converts a portion of cold damage to fire and portion of fire to cold. Although way, way more situational
but at that point might as well just boost both types of damages instead
actually nvm it could work and be more useful
since you can have a build that focuses on 1 type of damage and boost that one, or go for full 2 damage types
not really. fire necklace activates on dealing fire damage, and even though it drops a meteor, that's kind of a fire theme, like the chain lightning is for that damage type
How about this:
Reverberating Rune:
A rune that causes your runic strike to draw enemies in and converts other damage types into psychic damage, for a time.
Enchantment: Rebounding Echo - Your runic strike now deals psycic damage and releases a ring of energy from its first point of impact. This ring rapidly expands, dealing week psycic damage to any enemy it hits, until it reaches its maximum range. Then it rapidly contracts, dealing increased damage and dragging enemies with it.
Using your Runic Strike with a full charge significantly increases the ring's rebound force and converts X% of all non-psychic damage you deal into psychic damage, at a ratio of Y for Z seconds.
Y should probably be higher than 1:1, so you get a bit of a damage boost.
Does that seem appropriate and would it fit what you're looking for from a conversion item?
Could work, but might be too much to convert every damage type. But there is the small issue of why would psychic damage cause them to move since psychic damage attacks the mind, not body?
or brains, or mind... whichever it is
Hmm... oh. I think I got an idea
Challenging Cry / Taunt / Provoke
Releases a sound that causes X psychic damage to monsters in a wide area and causes them to go into a frenzy. While in frenzy, enemies approach me far faster than usual and act irrationally.
(such as, ranged enemies try to go for melee hits instead of using ranged attacks or any other abilities)
Gives those enemies a movement speed buff so they are easier to gather close to you
Could be an artifact? maybe
Maybe a ring with cooldown
Or only activate at the start of combat?
The current association between bells and psychic damage gives it overtones of sonics, in my mind. I also tend to associate psychic effects with things like invisible waves of force ala telekinesis.
So, weird thought question/thought experiment: What differentiates the Runic Strike from a power, aside from the ability to use it with a partial charge?
Follow up question: Could Runic Strike be a power, allowing it to be put in a power slot and for other powers to be put in the Runic Strike slot? (Putting a power in the runic strike slot would cause your runes to charge based on the power's recovery mechanism and would allow you to use the power with a partial charge for a reduced effect.)
Don't think so since there seem to be very clear distinction between those 2. Runic Strike is strictly related to hitting enemies to getting runes and then using them to release a more powerful attack, no cooldowns.
Powers have cooldowns and have own key to trigger them, the cooldown can be reduced and powers will become tied to weapon type you're using, meaning different weapons are going to have different powers (later, not yet)
but that doesn't stop converting 1 effect to another... except most powers wouldn't work as runic strike
nvm, can still make adjustments to make the effect similar enough
I'd argue that the Runic Strike's runes are fairly analogous to a power that cools down based on hits. It just allows you to use a weakened version on a partial cooldown.
The key is also tied to the slots, not the powers thhemselves.
there's not a single runic strike that is similar to existing powers though...
one is a movement skill, one gives a temporary buff to attacks, one is... well a literal kick and one of them meakes your weapon spinn
runes just have effects tied to releasing runic strikes, or losing/gaining runes
Huh? I thought there was only one Runic Strike (a powerful downward strike), and three powers, none of which are a kick?
kick is a power
confirmed by Sozidar and if you have that 2ndary effect that boosts damage when you use a power, it activates it
another distinction is that powers have unique animations for activating them
runes have none, just effects and visual effects
I feel like there's been a miscomunication here? I'm not talking about the runes (the type of item you equip). I'm talking about the Runic Strike, the thing you do when you press RT.
Still no issue with converting them from one type to aother, just would need adjustments to make it work
aka the thing tied to runes
without runes it's just another regular swing like heavy
I guess? It's just that a lot of what your saying doesn't make sense for the runic strike? For example, Runic Strike does have a unique visual effect in the form of an attack animation.
Presumably it's more powerful than just a heavy, since it does consume a resource.
when you do have a rune, that is. There's no need to double dip into making it stronger
haven't really tested but expecting the damage be comparable to heavy if there's no runes
I feel like there's either a serious miscommunication happening here or we think about the Runic Strike ability in completely different ways.
calling runic strike a power would make as much sense as calling heavy and light attack powers, is my point
The nomenclature here confuses things a bit, since you have Runes (the item type) and Runes (the resource tied to Runic Strikes). For this conversation, I'm only talking about the second type.
Runes, currently, don't exist outside of the context of runic strikes. Some things might key off of them, but at a fundamental level they're a resource tied to Runic Strikes and that resource is analogous to the cool down on a recharge with hits power, with the primary difference being that you don't need to wait for the full "cooldown" on a runic strike.
Light and heavy attacks don't have a resource/cooldown, so they're not comparable to powers in the same way.
Does all of that make sense and fit with how the game works?
you don't need a resource for runic strike
you can release it at any time just like heavy and light attack
it's runes that make runic strike distinguisthable from those
Ok. That's fair, but isn't the main point of it using it with at least some runes charged?
Have you tried if runic strike does anything if you have no runes equipped, then compared to 0 runes vs. all 3 if the damage is any different?
I haven't
Rings and necklaces are offensive support, with necklaces being more conditional than rings.
That is, you can use it without any runes, but typically you would not want to and the main way you want to interact with it is in the context of having some or all of your runes charged, rather than mixing it into your combos, without regards to runes.
Or am I misunderstanding how it's meant to be used?
when using runes what you say makes far more sense
without runes would rather just use heavy instead because it hits more enemies
Your referring to runes, the resource, right? Because that's basically what I said. The "when using runes" qualifier on that first sentence is confusing me.
Ok. New suggestion: Runes (the think you charge for runic strikes and that some items key off of) and Runes (the item type) should not have the same name. It makes conversations FAR to confusing.
I'd Recommend changing the latter to Engravings, Scripts, or Characters.
Or the former to characters.
Would become inaccurate description tho. Currently the only distinction is that runes (as in item) is plural and there's 3 to 5 runes depending which Runes are equipped, since it's not possible to unequip runes
I guess calling them rune charges would be sufficient distinction since that is kind of what they are
And good to know that with nothing to enhance runic strike with runes (item) it actually still does more damage (adds lightning)... never really used runic strike without having runes equipped that adds lightning damage so never noticed before
tried with the one that decreases power cooldowns, since it adds no damage
It is technically possible to unequip them by dropping all of your Runes. The slot doesn't seem to automatically refil, even after you pick them back up.
does it let you drop it if you have nothing else in inventory
Yes. I just did it, which is how I know the slot stays empty.
runic strike still works with 3 max charges?
Haven't gotten that far in testing yet.
just 2 theories, that runic strike stops working because amount of charges drops to 0 without runes equipped, or it defaults to 3 charges
Huh. How many hits does it normally take to charge a rune?
1 per charge, 3 hits for max with most runes
Then leaving the Rune slot empty prevents you from charging runes. I didn't expect that.
so you were right about runic strike actually doing bonus damage despite of equipping runes that do not give extra runic strike damage, and I just happened to be right about runic strike and rune charges being tied to runes by assuming things without testing 😅
oh well, good to know now than never
Not quite and I'm starting to get a bit confused by how damage works in this game. I could be mistaken on some of this and I kind-of wish there was a training dummy I could use for testing. (I don't suppose there's a debug command that can spawn one?)
Using a runic strike with no runes charged (whether that because you haven't charged them yet or because you don't have a Rune equipped in the first place) causes a normal strike that seems to deal damage comparable to a light attack or a heavy attack.
Using a runic strike with at least one rune, but not all runes, charged does that, but also causes a secondary hit of electric damage (at least for a non elemental weapon). This does not seem to be dependent on the rune you have equipped and doesn't seem to be mentioned anywhere.
When I did a quick test each rune charge increased the lightning damage caused by runic strike, which I'd assume is going to be fire damage instead of lightning when the next playable character (related to fire) is added
just didn't test if it increases further with 4th and 5th charge if you have a 5 charge runes
It does seem to keep scaling with the number of rune charges you have, but it doesn't seem to care what the underlying rune actually is. So a +4 Major Runes of Energy Flow seems to add the same amount of extra damage as a +1 Runes of Purist, if you hit with a single Rune Charge.
So, what I'm learning is that Runic Strikes aren't at all what I thought they were and the interaction between Runes, Runic Strikes, and what you do isn't what I would intuitively expect even based on a more accurate description of how they work.
Part of me is wondering if it would be clearer to new players if "Runic Strikes" were called something like "Smash Attacks" and if the tutorial said something to the effect of "If you have at least one Rune charged when you perform a smash attack, you will expend a rune to add bonus lightning damage. The more runes you have charged the higher the bonus damage. If you have all of your runes charged, then instead of only expending one rune, you will expend all of them for an enhanced effect."
At the same time, I'm also not sure if my earlier confusion is just a me thing, but the name Runic Strike definitely made me think it was more than it actually is.
Runic Strike is fine as a name, as you are striking with your runes. You also still seem to be misunderstanding how Runic Strike works.
- 1 rune is charged per attack hit.
- 1 rune is expended on Runic Strike miss.
- All runes are expended on Runic Strike hit.
- Lightning damage scales linearly with charged runes.
- Runic Strike can be held to deal physical damage roughly equivalent to a heavy attack.
Some of these bullet points are explained in the tutorial, the rest can easily be figured out by paying attention/testing.
Unrelated, but I kind-of hate how if you jump in to quickly test something (or accidentally go to the wrong place) and then try to leave, he'll yell at you for trying to leave to soon.
No. You're striking with your sword/hammer/scythe. You're expending your runes, if you have them. The name is functional and it sounds good, but I'd still argue it's not a great name, because it makes it seem like the Runic Strike is a thing, in and of itself, and the runes are just a fancy resource you charge to power it, when the truth is that the swing is just a generic swing and the rune charges are adding an extra layer of damage on top of that generic swing.
Can the tutorial be revisited without starting a new save?
The tutorial gives you a rune, tells you in both popup and tooltip how Runic Strike works, then forces you to use Runic Strike to proceed.
Right. In that case, I'd point out that the specifics of a message in the tutorial can be easily forgotten, missed, or misread, especially if you're a casual player and/or there's a you put the game down for a bit and there's a gap between your play sessions.
Similarly, while none of this is too hard to figure out through experimentation, a player who thinks they understand how Runic Strikes work may not think to do those experiments—🙋Hi. That's me. I'm that player—There's also a lot going on during a fight, so it might be hard to notice the specifics of what's going on with your runes and/or damage numbers if you're not specifically focused on them. This is made significantly worse if you're not good at the game or if you're playing on a small screen—🙋 Me, again. I'm playing on a Steam Deck and trying to figure out spacing usually takes up most of my focus—So I'm not sure if you want the baseline functions of a core mechanic to require experimentation to understand.
To be fair, a lot of this might only be an issue because Voin is still in early access. Something like an in game glossary or manual and/or a training room/dummy would solve a lot of these issues.
The Journal tab will have a lot of tutorialized information in it.
But Voin 100% requires experimentation. A significant part of the core gameplay is theorycrafting.
There's a difference between requiring experimentation and "understanding what RT does, at a basic level requires experimentation." I'm not complaining about experimentation in general.
The first 3 bullets here, the most important part, are explained explicitly in the tutorial.
The nuances of how much damage you deal under what conditions are left to curiosity
Has the wording of the tutorial changed since the Demo? I'm asking because I pulled up Wanderbot's video, so I could see if I just failed at reading comprehension or if there's something that could be clearer.
Because pulling up the video and fast forwarding to the runic strike tutorial is a lot quicker?
Ok. I found a more recent video and the tutorial text is the same.
After you first equip a run and exit the menu, there's a pop-up that says:
Successful Hits charge Runes on your weapon.
When all Runes are charged, you can use Runic Strike to trigger special effects depending on the equipped item.
After you close the pop-up, you then get an overlay, on the left, with a series of bullets that say:
Each hit charges one rune
Use Runic Strike to discharge all Runes and trigger special effect
If you miss the Runic strike, one Rune will deactivate
You can hold the Runic Strike too
That does, technically, cover the first three bullets, however, I think I can see where some of my confusion came from.
First, it consistently talks about Runic Strikes like they're a thing, in the same way that Sting is a thing.
Second, the first two lines of both messages mirror each other, with the first lines using similar words to convey the same information. Both of the second lines then talk about triggering a special effect and all runes. This makes it easy to connect the two statements, so "When all runes are charged, you can use runic strike to trigger special effects" + " Use Runic Strike to Discharge all runes and trigger special effects" becomes "When all runes are charged, use runic strike to trigger special effects and discharge all runes." And that is, a true statement, it just loses the information that using a runic strike without a full charge will also trigger special effects and discharge all runes.
Third, the combination of those two lines makes it look like the tutorial only talks about Runic Strikes in the context of having a full charge and using it to get the effect listed on your Rune item. This helps to reinforce the conception of Runic Strike as a thing. It reads like Runic Strikes are some sort of super attack that you charge up and then unleash, which is very much not what they are.
Fourth, and I only just realized this, both lines talk about triggering "special effects", which makes it sound like they're both talking about the same special effects and helps to further connect the lines. Looking back, I can guess that "special effects depending on your item" means the effects on your equipped Rune and "special effects", on its own, just means the bonus electricity damage, but that's still a confusing way to word it, even after learning how Runic Strikes actually work.
At a minimum, I'd recommend changing the second "special effects" to "bonus lightning damage".
After that, the next minimal change I'd make is changing the first tutorial to read "When you use a Runic Strike, you discharge all Runes to deal bonus damage, based on the number of runes discharged. If all runes were charged, then you will also trigger a special effect, depending on your equipped Rune item."
Ring of Molten Movement Ring
Blazing Step
Perfect Dash creates a trail of lava that lasts for X seconds. Enemies who come into contact with it suffer X fire damage and X Ablaze stacks every X seconds.
Lava can deal purely fire damage or purely Ablaze stacks or both. Up to Sozidar how damage/status focused this effect is.
Effect utilizes the same trail / ground hazard system enemies do. Only issue would be making friendly lava visually distinct from enemy lava.
This also makes the lightning, fire, and cold perfect dash rings mechanically distinct from one another.
Ring of Virulent Venom Ring
Opportune Overdose
Perfect Dash coats my weapon in poison for X seconds, increasing poison damage by X and inflicting X Poison stacks per hit.
Like the previous, the effect could be just poison damage or just poison stacks or both.
Power called Energizing gambit. brings you down to 1 hit and stops all regen for its duration(even temp hearts). Increases damage by 10% for each charge lost for a duration of 5 seconds. After this timer, regeneration is resumed but no hearts are restored to the user. This would encourage an even more risky playstyle for traditionally safe builds, leaving you incredibly vulnerable to attack, but increasing your damage immensely, synergizing very well with poison builds, berserker builds, dodge builds, and drive by builds. A very risky power, but potentially a very strong one
Talent
Onslaught
Each kill pauses all timers for X seconds.
Stems from the Owl Statuette.
Entering battle with significant speed buff is fun and I'd like it to last longer. But rather than ask for a speed buff that applies in combat (Sozidar hasn't shown much interest in such items), instead make a method to extend the speed buff we do have.
Extends all effects because even status stacks can be positive or negative depending on context.
I'd love that, but might get out of control depending on what it affects. All timers would include debuffs (so those 2 necklaces would be overclocked but weakened would be very annoying without the key artifact), Empowered would be probably fine, but revitalize buff could get out of hand, dk if it would include this, but Rune Infusion power would easily have 100% uptime.
TL;DR maybe too good if you're ok with having debuffs, very bad if you're not
also, 100% don't include power cooldowns
Actually, I guess that would just make it a pretty good high risk high reward item
A rune for doing a lesser version of Shardcaller bug (many ice pillars instantly), 1 pillar for each rune spent or whatever you see fit.
Runes of Piercing Cold
Performing a Runic Strike conjures X ice pillars for each rune spent that pierces a random monster nearby, dealing X cold damage and applying X stacks of Freezing.
Artifact or Talent
Sense Presence
While my weapon is sheathed, I can sense the presence of enemies within X meters of me.
alternatively, to obfuscate the exact distance
While my weapon is sheathed, I can sense the presence of enemies very close / close / somewhat close / nearby / somewhat faraway / faraway / very faraway.
Leveraging the existing attack telegraph UI, by giving enemies purple highlights that are visible through terrain. Off-screen indicators will be present, too (hence only showing while sheathed, would get very cluttered in some circumstances).
The purpose is to aid the player in finding enemies to fight. These levels are quite large and it takes an incredibly long time to organically discover every single encounter.
Detecting it might be a pain in the butt to code, but an achievement for standing atop an enemy for a certain amount of continuous time (1 second?).
"A head above the rest"
Spitballing alternatives to Blood Rapture. It is currently the only way to bypass Ablaze as it outright replenishes a heart instead of regenerating one, want there to be alternatives.
Finder's Fee
Picking up loot confers a boons proportionate to its rarity. Fledgling items grant X stacks of empower. Tempered items grant X movement speed for X seconds. Elder items increase resourcefulness by X% for X seconds. Ancient items replenish X heart charge(s). Primeval items grant all boons.
Going back to the old idea of looting granting buffs. Replenishing a heart charge is too much for picking up fledgling items, so created alternate rewards for each rarity. This one can be redesigned in a lot of ways, such as all tiers granting varying stacks of Revitalized, with Primeval outright replenishing a heart.
Deify
Replenish 1 heart charge for every X damage dealt.
The name encapsulates what the effect pushes the player towards. By keeping the damage threshold over a thousand (at least), the better a player gets at the game, the more rewarding this effect becomes, until they reach a state of pseudo-invincibility. Counting cumulative damage is preferable to single instances, otherwise this effect precludes death-by-a-thousand-cuts builds.
Vital Mass
Performing a Lightning Strike replenishes 1 heart charge. Has a X second cooldown.
Named Vital Mass over Thunderous Vitality to make it character agnostic, if a bit less fitting.
Power Surge
Replenish 1 heart charge for every Xth power used.
Optionally add a cooldown.
Because the suggested alternative is so different, it deserves it's own post.
Finder's Fee
For every item I loot, I gain X stacks of Revitalized, proportional to the rarity of the item looted, up to a cap of X. Primeval items replenish a heart charge outright.
This made me think of something. I've been speedruning the game, and there are only 3 things you need to kill to "complete" the game. The 3 bosses! It would be cool to see some forced combat rooms, where you can't just run past them (using barriers like those in boss encounters)
there are already multiple rooms that feel like "mini arenas", but you can enter from one side, jump over every enemy, and exit through the other.
On the same idea, the opposite would also be cool, some bosses like the one we had on the cathedral before underground was added. I can't remember if there were any barriers stopping the player from leaving after starting that fight, but if there were none, that's the concept I'm thinking about. Even just existing enemies, with more HP and a health bar. The feel of walking around, having a health bar appear and thinking "Oh crap, what did I walk into" as you explore the map would be cool!
Some places where they appear might be:
- On that first long bridge as you cross to the castle section of the second map;
- On the dead tree behind the castle
- On the old cathedral map exit, on top of the tower to the right of the cathedral
One way of doing this is making a tower we scale from the inside. It's not exactly sealed so you still can avoid combat, but by placing enemies on every platform with a healthy amount of Flingers, it'll be quite difficult to scale without killing anything.
Poison projectiles sailing at you from above and below, and every landing is greeted by flailing foes.
Large Pebble Artifact
Breakthrough
Spending a Knockback Charge increases my movement speed by X for X seconds.
Could be a different slot because it's tied to knockback charges.
Talent/Necklace
Heaven Sent
Landing a weapon hit at the same time as Lightning Strike imbues my weapon, boosting my lightning damage by X and X% of my physical damage for X seconds.
Name is character agnostic and keywords can be swapped out with character appropriate effects. Flat+scalar is to make the effect not favor fast/slow weapons.
OK, I think I got a good idea on how to do "bad luck protection"!
Sacrificial Pit/Shrine: The Pit only accepts fully satiated items. After Feeding X items to it, The Shrine rises and activates. The Shrine Accepts One Item before collapsing back into the pit. The player can then fully customize the placed item, altering the second enchantment, satiety stat and guaranteeing +7 enchantments!
It's not supposed to be something you can do frequently. I was thinking the X to be 100 points where Primeval give 1 and Firstborn give 2. Since they'd need to be fully satiated, it would come down to around 400 primeval items PER Shrine use. Just something to guarantee exactly something the player wants after a long grind.
Two item effects, not sure if they should be two sides to the same effect or two separate items.
Flash Freeze Necklace
Applying X stacks of Ablaze to a monster will instantly freeze solid, consuming the stacks.
Freezer Burn Necklace
Freezing solid will instead apply X stacks of Ablaze.
The idea is to intertwine the Ablaze and Freezing effects, so upon reaching 12 Ablaze stacks, the enemy freezes as if it were 12 Freezing stacks. And vice versa, upon reaching 12 Freezing stacks, they receive 12 Ablaze.
The original 12 stacks are still consumed (it's effectively converting one status into another).
Assuming Ablaze will spread itself as discussed #🏰𝐄𝐍│voin-chat message.
Necklace
Toxic Fumes
Applying a stack of Ablaze will also apply X stacks of Poisoned.
Looking at some footage of Nightmare combos and movesets, it's clear a proper Soul Edge homage would need to utilize the weapon dependent power system.
For the core effect, Nightmare's moveset has an emphasis on overheads, knockback, and stomps, which gives a few possible ideas.
- Reduced velocity requirement / increased damage for Lightning Strike.
- Economical knockback charges: chance to not spend, chance to regen, increased regen rate, etc.
- Empowered Runic Strike: chance not to spend runes, guaranteed not to spend a percentage of runes, increased rune gain, increased damage, etc.
As for why we'd need the new power system to properly implement a homage to Soul Edge, one of Nightmare's special moves is a radial explosion.
If I were to try and fit it all into a single effect, it'd end up being a rage state.
Ragemare Weapon
Battling monsters fills me with anger. At it's peak, I enter a rage, boosting attack speed by X%, imbuing all attacks with knockback at no cost, and Runic Strike consumes X% less runes for X seconds.
It's obviously powerful, so I expect the build up to be long and/or duration short.
As for synergy,
- Vortex would become heavy crowd control.
- Stunlocking monsters with light attacks.
- Obvious synergy with effects that require spending a knockback charge to activate (Explosive Power, The Death Knell).
- Less obvious synergy with Runes of Energy Flow, resetting kick cooldown for Runic Kick spam.
- Chain lightning and illusory clones will inflict knockback.
The unique power, which is obviously speculative, since the new system has only been talk so far:
Soulwave
I unleash a shockwave, dealing X psychic damage to all monsters around me. This attack counts as a weapon hit.
Counting as a weapon hit will have all kinds of wacky interactions, but the primary one is it'd build rage, synergizing with the base weapon's Ragemare effect. As for a wacky one, triggering Stormforged Strike's chain lightning or Sudden Death
.
Talking about hypotheticals on hypotheticals here, but assuming powers are weapon dependent and said powers are swappable to some capacity and there are powers which cannot be swapped, trick weapons can be introduced.
A snake sword transitioning between solid sword and whip; a dual blade splitting into twin blades; a zweihander changing grip positions.
It opens up ideas for unique weapons, hence I want to bring it up now while the whole power system is in the redrawing phase.
Reflexive Surge Heart/Artifact
Receiving damage decreases the cooldown of a(ll) power(s) by X%.
Whether it reduces the cooldown of a random power or all powers is up to Sozidar.
Regenerative Power Heart/Artficat
Recharging a heart charge also recharges a power. Has a X second cooldown.
For absolute clarity on effect: whenever you regain a heart, a random power will come off cooldown alongside it.
Original idea had no cooldown, but realised there was no scaling component. As such, it's recommended to make the +7 cooldown 1 second -- or make the effect a talent.
Expedition 33 has quite a lot of different fun effects, wonder if any of them would fit Voin with some adjustments?
Want a way to self harm for Twin-Fuzed Heart build, so Purist doesn't fully seal away Runic Strike. Which means it can't be the heart, rune, or necklace slots. BOOST POWER (#1319403067036139561 message) is an option to wait for, but can't hurt to suggest another.
Fall From Grace Ring
Lightning Strike now harms my heart charges directly. In return, it deals X% more damage in a X% wider radius.
"harms my heart charges directly" means bypasses temp charges entirely. This way Twin-Fuzed Heart can be fused with Crystallic Regrowth or Piezoelectricity and not have to deplete your temp hearts entirely first to reduce your actual hearts.
Coming from #1326361434732367893 message, because this is a more appropriate forum to suggest explicit changes to items.
- Poison the Blood needs some single target utility to be viable on its own merits. Flat poison damage does just that without strengthening current synergies further (everything triggers off poison status stacks, nothing off just poison damage
for now).
- I'm still partial to The Snakes having a lesser chance of applying Weakening per strike alongside Poison. While a new avenue to apply Weakening is a touchy subject balance-wise, it'd enhance the Poison DoT The Snakes focus on while also staying true to the name "Corrosion".
e.g. 80% chance to apply Poison on hit, 50% chance to apply Weakening on hit -- independent rolls.
Or... (and this occurs to me as I was adding the e.g. section), we go the Overwhelming Butchery route and instead of an independent roll for Weakening, it's a dependent roll.
i.e. 80% chance to apply Poison on hit and every time you apply a stack of Poison, there's a 50% chance to apply a stack of Weakening additionally.
Desperation
I deal X% more damage for every power on cooldown.
Fundamentals
I deal X% more damage for every power at the ready. Cooldowns increased by X%.
could be interesting to make it apply weakening on poison tick rather than weapon hit. Turn it into a small % chance, and suddenly you have a reason to use poison for DOT rather than just poison explosions
having weakness apply when a poison stack occurs doesn't actually change poison builds at all other than just swapping out a slightly faster poison explosion for a slightly more damaging poison explosion
Serenity (Scythe)
A weapon that grows more powerful for the current instance/map having less enemies left (checks how many enemies are left), or from the amount of kills (doesn't reset when entering another location, only when leaving the map)
Or only count nearby enemies to make it 1v1 specialist kind of weapon, but still powerful against small amount of them.
Enchantment 1: Reaper
Physical/All damage increase by X% for every X kills.
Alternative: Desolation
Physical/All damage increased by having less monsters on the map/nearby. Damage bonus starts from X% and reaches the peak of X% when there's less than X monster left on the map/nearby.
I know I've suggested something similar in Swift Deliverance #1319403067036139561 message and Sozidar's implemented something similar in Rolling Death, but landing jump attacks from on high has me wanting an effect that can play into that.
Collision Force Weapon
The faster I am moving at time of hit, the stronger my physical blows become, increasing by X% per meter per second.
- Strictly based on the player's current velocity, as opposed to weapon velocity (Swift Deliverance) or distance traveled (Rolling Death).
- The fantasy is to make jump attacks actually dealing more damage, with the knock-on effect of making "gotta go fast" = lethality.
- The name can be changed to Swift Deliverance, as the original effect has not been 📝 'd.
- Meters per second is used as meters appears in Rolling Death's description, but Guiding Winds uses a unitless "movement speed". Either can be used in the description here.
There are a couple ways to go about implementing.
- Introducing a UI element, like combo count, to convey current damage bonus / velocity.
- Simply letting the damage numbers / diagetic hit feedback convey the damage bonus.
- Implementing the effect as a rapidly decaying status stack, tying the gain rate to player velocity. Would require rewording the effect.
- Applying a cap to the damage bonus. While it'd nip speed tech in the bud, it'd also limit unintentional buffing of this effect as more movement options and boosts are introduced. This point may be moot as timing your swing to hit a target while moving at ludicrous speed demands impeccable timing -- slowing down to improve accuracy also lowers the damage bonus.
- Limiting the effect to only basic attacks. Lightning Sting provides a major boost in velocity for a brief time, which may make the ability unintentionally overpowered.
epic name for a scythe and reaper enchantment seems fitting, but it's a little underwhelming 🤔 maybe instead of increasing damage, the scythe could gather the souls of slain enemies as small particles floating around the weapon, amplifying the damage of the runic strike specifically, which would expend some of the souls
Sounds even better
Was a bit too focused to make the effect as fitting as possible
Attacks can destroy hostile projectiles
Probably a talent, can't see it scaling much unless we ...introduce a timing window? 
That could work. Was worried it'd be overpowered but since enemy projectiles don't scale with difficulty, it'd be fine
Now, do they reflect back at the shooter or in the direction we're looking or at a supplementary angle to that of impact?
I should do a paint mock up to illustrate the concepts
probably in the direction we're looking so aiming is not too painful
and maybe a little bit of homing too
yeah i'm thinking the second option
It does add some skill to it without requiring too much
You can aim the first one, too, but it'd require instinctual understanding of geometry. I wouldn't expect the average person to have that
The third is basically automatic aiming
Second's that sweet spot of having control over where it goes without needing to think about it too mathematically
Maybe increase the hitbox size instead of homing
You can make the hitbox increase convey the power increase, too
might be too visually cluttering but worth trying
Coward's Bane
Striking hostile projectiles with my weapon deflects them in the direction I am looking and increases their damage by X%.
love the name 😄
Actually, maybe we should drop the "hostile" qualifier and make it any projectiles 
It'd create VOIN's version of shotgun boosting from ULTRAKILL.
Can already see it boosting Slashing Winds since it's projectile coincides with our swing
To explain for those who haven't played ULTRAKILL, your starting arm has the ability to parry all projectiles. And your shotgun's pellets are projectiles. By timing the punch right, you can parry yourself.
https://www.youtube.com/watch?v=iROaUbxHK6o
i struggle to understand how would that work with slashing winds since you're launching the projectile and parrying it within a single swing
basically just making it stronger
Effectively, yes
If the projectiles came from the side of your character, it'd introduce a skillful interaction in parrying your own attacks. But for Slashing Winds, it would be just a straight power boost that always applies.
Worth trying in development, I think
they turned my voin into ultrakill
The original idea came from just playing the game, seeing all the rocks flung at me thinking "wouldn't it be cool/refreshing to smash them as they're incoming?"
Then it evolved into an ULTRAKILL mechanic, as seen here
Well, not exclusively. Reflecting projectiles is fairly common, but reflecting your own is definitely associated with V1
Reflect splits the projectile, creating a shotgun effect? 
As the empowered version. I recall Sozidar mentioning talents would be upgradable via tomes. System was only mentioned once, but if it's still planned, this could be the upgrade to Coward's Bane.
Well, it could also be other fitting effects:
- Granting a temporary heart charge
- Generating an extra projectile that's reflected back at the shooter
- Movement speed buff
- Dash charge restore
- Cooldown reduction
All things that shout "YOU DARE USE RANGED ATTACKS IN MY PRESENCE?!"
Fair warning of you make it give temp hearts make sure to cap it at like 1. Resetting a cooldown would be really good but not op do to the niche use case.
It would be 1 temp heart per reflect. Like a shield from arrows type of concept
There's a lot of buffs we could go with for an empowered version, either going down the cool factor route and empowering the reflected attack or adding any effect(s) that scream "F*** ARCHERS"
Wonder if Devil May Cry style tied to weapon getting more powerful would be fun? Such as, getting score for for mixing up different hits instead of spamming. Light hits, heavy hits, runic strikes, kicks and other powers mixed up for increase in rank, taking damage drops it and drops over time? With ranks going from D to S for example
It could do a different kind of enhancement for different attacks. Just a basic damage increase of powers, or maybe trigger some kind of effects when hitting with a power, a different effect for runic strikes, different for heavies and light attacks? Or to simplity if it a bit, one effect for light and heavy, another effect for runic and another powers? Or further simplify and lump runic and powers together.
Currently most effects focus mostly on 1 type of attack only, but at least there usually much harm in mixing things up, just not always very beneficial
on one hand i support DEEPLY the addition of a style meter for the gameplay side of things, voin would greatly gain from such a mechanic, on the other thing i think voin has a very lonely, serious, and dark atmosphere and feel, and style meter inevitably contrasts whit that feeling in my opinion. overall i really dont know if its a good idea or not
its tough decision at least for me
on the gameplay side this game would be even more insanely fun with a style meter but then the dark and serious atmosphere will take a hit
Meanwhile I'm thinking this would be awfully similar to the combo meter we get for Death Spiral and I'm not sure VOIN's moveset has enough complexity to make a style meter plausible.
all my homies hate death spiral
why? 
ig personal preference i think i aldready stated once i didnt like it
doesnt mean its bad
just that i personally dont like it
i did think it was bad, but then you explained how its actually rly good and i understood
its pretty good just that personally its not my thing ig
😔
The build up process can be a bit long, but once you're going you're gone. Even recently, I posted how strong 100% crit rate is.
Could use some QoL to not punish swapping so heavily, though. Dropping combo entirely basically means once you start, you're committed. memory leak be damned
yeah still thinking how to approach that since all enchants are technically tied to items and unequipping them removes everything related to them
having permanence would be helpful for some enchantments though
That backend wiring does explain why the combo count drops entirely. The QoL I'd expect there is the count becomes hidden and continues to tick down -- at a normal or accelerated rate -- and, of course, does not build up because Death Spiral isn't equipped.
I suppose how I'd wire it is the combo counter is omnipresent and hidable, while the combo gain mechanics are tied to effects
yeah again i know how powerful it is, i just dislike it because i dont find it fun, its completely personal
not making an argument against it
just saying i dont like it, just how you can personally think any other weapon is worse than another
Like how I personally dislike the Sickles and most dual wield weapons. Doesn't discredit the fact they're popular with other people.
yea
They're short and low damage per hit. And I can fix one of those. It ain't reach.
its just fair you think that
its all preference yk
talking about preference, im about to post probably the most unballanced item idea i ever made not counting the atrocious heart i made months ago, tbh i dont even know if this item is unballanced in the way its busted or in the way it sucks lmaooooo
More specifically, because I know UE5 uses C++ on the backend:
typedef void (*combo_bonus)()
Combo_counter
{
bool hide = true;
unsigned long count = 0;
combo_bonus bonus[10];
//you'll need some tracking to properly manage bonus[], but I'm leaving it out here for brevity's sake.
}
unsigned int Combo_gain = 0;
//In Death Spiral's on equip handler
Combo_gain++;
Combo_counter.bonus[i] = Death_Spiral.combo_bonus;
//In Death Spiral's on unequip handler
Combo_gain--;
Combo_counter.bonus[i] //remove Death Spiral's bonus
//Combo_gain watcher
Combo_counter.hide = !static_cast<bool>(Combo_gain);
//Generic on hit handler
if(Combo_gain)
{
Combo_counter.count++;
for(int i = 0; i < sizeof(Combo_counter.bonus); i++)
{
Combo_counter.bonus[i]();
}
}
Well depending on how it's written it would be very different from regular combo meter. For 1, using light/fast attacks doesn't build it up, need to switch to something else for a bit before can use light/fast hits again
and it could build up and drop much faster
so you don't get to keep it at 100% for entire run after you've reached the peak
also could give "style" points for perfect dodges ect.
Limbo Necklace
Transitioning to or from Penumbra leaves a rift in the veil for X seconds. Enemies near the rift suffer X cold damage and X freezing stacks every X seconds.
Items to add additional means of entering Penumbra, alongside Eternal Duty:
Spirit's Constitution Heart
Upon receiving damage, I enter Penumbra for X seconds.
This one, I'm not sure whether to trigger on dash or Perfect Dash. Perfect Dash grants invulnerability, making Penumbra redundant. Triggering on dash means you get invulnerability regardless of timing, while triggering on Perfect Dash would have to be an extension of invulnerability. Descriptions for each case.
Riftwalker Ring
Dashing shifts me into Penumbra for X seconds.
Riftwalker Ring
Upon Perfect Dash, I shift into Penumbra for X seconds.
Volcanic Axe (can be a different weapon type too, just what first came to mind)
Fire weapon that has a chance to cause massive and powerful explosions on hit, that could be tied to Ablaze so it only activates on enemies that are ablaze and could consume those stacks in the process to enhance the explosion further.
Enchantment 1: Eruption
Idea 1: Has a X% chance on hit for each stack of Ablaze on target to trigger a massive explosion, causing X fire damage and inflict X stacks of Ablaze for each stack of Ablaze consumed on hit. Area of effect increased by the amount of stacks consumed. All stacks of Ablaze consumes from the hit target on explosion.
Idea 2: Moslty same, but remove Ablaze requirement and tie the chance, damage and AoE to something else such as remaining health of the target, luck% or something else
The "Community-suggested items"-post said to tag @abstract salmon - sorry if that is superflous when posting in this channel.
Concept for a unique Golden Heart; The Heart of Greed
PASSIVE POSITIVE EFFECTS
- Highly increased loot rarity and quantity
PASSIVE NEGATIVE EFFECTS
- While this item is equipped, your maximum heart count cannot be raised above 1, and you cannot gain temporary hearts.
MECHANICS
-
"If killed, you instead fall into the <Death Toll> state; you are given 9 seconds to fight and sate the Heart's desperate need for blood, or you will die."
-
"Getting hit while <Death Toll> is active resets your progress towards regaining health, but does not kill you outright."
-
"<Death Toll> has a 180+ second cooldown, and while cooling down, the Heart cannot be unequipped."
-
"If you die with the Heart of Greed equipped, it explodes, destroying it forever, and curses you with a permanent -x% luck."
-
(Optional effect, replacing or in addition to the conditions of surviving the <Death Toll> state; "If you fail to feed the Heart enough blood to pay your Death Toll, it consumes all of your un-cleansed items to save itself (and you). You cannot drop items during <Death Toll>".)
LORE/CONCEPT
The Heart of Greed is a living thing, with a will of its own. It wants to hoard wealth and artifacts for itself, as it did when it had a body of its own - but as it has been reduced to a dessicated and weakened singular organ... It knows it needs YOU to gather these items for it - and you will happily do so. You will also gladly give ownership of these items and riches to the Heart, in gratitude of, and as tribute to, it lending you its powers.
It considers you "it's" property - hence why it tries to save you when you're dying... But being considered it's property is a double-edged sword; it knows that if you die, it dies - also, the Heart knows that it is too weak to survive your revival... And if the Heart cannot have you, NO ONE can have you.
Its violent ending leaves a permanent taint from whatever dark power granted the Heart its supernatural properties.
REASONING
The way I imagine it, the Heart also reacts somehow to rare items; maybe it signals you when it senses a chest nearby, either by beating faster the closer you get, or maybe it even whispers to you (these whispers would emanate from the chest itself, so you can "hear" your way to it).
If sentient, it could also express its approval of you when you pick up rare items.
The permanent loss of luck was not something I would have thought to add, until I saw one of the "monkey paw" talismans in the game (get a primeval item but lose luck and break the talisman), which was a great fit for the concept of this heart.
As for why I even came up with this in the first place;
The fear of being one-shot with a Golden Heart equipped made me hesitant to equip one at all. I circumvented this fear by equipping a heart and charm to give me 3 temporary hearts when I got hit, because the temporary hearts were not removed when I swapped to a Golden Heart... So I could effectively have 3 hits with it equipped before switching back to my normal heart, though in reality, I always switched back with one temporary heart remaining, because I didn't trust myself to reliably be able to regain a heart without getting hit.
The whole process was tedious, clunky, and most importantly, not fun - so I thought up this alternative.
I was wondering why you suggested a pre-existing item, then I read your reasoning. It sounds like you haven't made a Firstborn yet.
Even if the reason for this item is moot, the last chance mechanic is something that's been proposed before and Sozidar took the idea as a talent. Your proposal offers a more fleshed out design for the mechanic, which should prove helpful.
did you use chatgpt to write this
thats tuff allegations daric
😭
i jus found out you can use emojis from other servers in this server this is so peak

Idea: Gravity based rod weapon (basically a big stone/metal staff with crystals in it).
Charges with a rage mechanic, when charged the weapon’s range is GREATLY increased (like basically the model extends invisibly), like letting you hit foes from a couple meters away with it, and maybe when you do a heavy attack it does some sort of smash or gravity pull.
I’ll clean up and expand the idea tomorrow, rn it’s 11pm for me and I need to sleep 
Quick suggestion.
Petition to buff/mini rework the "Soul Fruit of the Pulsing Sacrifice". Right now, It gives 40% CDR but abilities cost health (this effect can kill you).It takes 6 potential to equip.
Honestly it feels bad for a simple reason. It's incredibly counter intuitive! The point is letting you use more abilities, but punishes you for using more abilities! Since abilities don't heal the player, it cuts it's own reward because you need to more normal attacks to keep HP up in turn making you use less abilities!
The first thing I suggest, is to make it NOT kill the player. Put a cap on 1hp. It would keep the player at low health, but reward it with more ability uses! Since 40% is incredibly noticeable still, a small nerf either to the % or the Potential cost seems fair to balance it out.
The other way, maybe more fun but harder to use, would be to make ability hits HEAL the player! That way, It keeps the risk reward of costing health, but good abilities would bring the HP right back up, while bad ability uses would punish the player!
Even with this second suggestion feeling cooler, IMO the first one would be better. With some items rewarding the player for being low HP having a way to purposefully hit low health is a great niche that feels like this fruit was made for!
To conclude, I also think it's bugged with temp hearts. It was taking that base HP and all temp hearts protecting it.
Not to deny your points, but have you considered all the ways in which we can quickly heal?
- Emerald Heart
- Hunger Heart
- Vampiric Heart
- Runic Kick
- Bloody Ring
There are soulfruits for healing, as well.
And Lightning Sting heals for a light attack's worth. Kick is a power, too, and that heals.
Fair points indeed! I just feel like it has a ton potential to be better... I usually play with no healing (mortal heart/phoenix feather) so it's completely unusable for that build. That's completely fine, good even! Not every item needs to work on everything.
My biggest issue with it is that counter intuitive part. I like when things are so powerful that they can kill the user! Stuff like the Touch of Malice in Destiny or the Railgun in Helldivers. They give you a ton of power With a hefty downside that can kill you but still work well, cuz the risk and the reward come from different sources! This fruit punishes you from using what's being enhanced by itself!
Even something like "Extra base damage and attack speed, but abilities damage you" would make more sense, cuz it doesn't counter itself
Suggestion.
The Starting Sword is Unique, and I think its cool to keep it Unique. However, that doesn't seem clear, so some players get rid of it.
When Amarict opens up again (I believe next update) I think it'd be cool to have it re-spawn there. I Don't mean always, just when the player doesn't have one. This would be cool cuz it would keep it Unique (since you can only have one at a time) and also allow players to make a "perfect" one, by getting rid of non +7 versions!
This would have some problems though:
-how to detect that it was combined as a secondary enchantment for a primeval (since it would "become another weapon");
-being a free pick up, giving free satiety fodder;
Not fully fleshed out idea as you can see, just something to think about for now.
TL:DR, Make the Starting Sword re-obtainable in case you lose it.
And I will keep suggesting it be purchaseable for 5,000,000 ichor for the meme 
u right forget anything I said xD
Idea for 3 new fruits.
The idea behind these would be to counter the negative effects of debuffs, while still being able to have use from items that get benefits from being afflicted by them.
1 - Max health is reduced by 3 (capped at 1hp, so if the heart has 3 charges, it would give you 1hp still), but you are immune to the effects of poison.
2 - Healing effectiveness is cut by 50%, but you can heal while under ablaze effect.
3 - -10% to all damage, but you take no penalty from being weakened.
1 has no point of existing like "yes! now i get to not take extra damage from poison because all damage just instantly kills me!"
3 same "yes! now i get to not be affected by weakened because now i am always just dealing less damage!"
3 could have some very niche use like if you are going up against 10 witches but 1 litterally has no point of existing
Think of item synergies...
1, You get temp hearts from alum or quartz, insane bonus from Viper's eye, without taking double damage, ring of rot with the best item combo in the game, and deny the downside! having 1hp + 4 temp hearts without poison is still better than 4hp + 4 temp hearts with poison...
3, same thing about the items, Emerald key at max stacks is -60% dmg. using a fruit to cap that at -10% while keeping a bonus 480% crit damage! Would be very good. Also the blood ring. you force yourself to be weakened in trade off for extra healing! having weakened be insignificant would make this ring way more viable when you dont have to lose 60% of your damage.
All 3 ideas are supposed to be a counter to the debuff effects. There's nothing that does that in the game rn and it seems fitting, since the player has ways to debuff themselves! Obvious you need to have a trade off for denying an entire debuff effect! Those all play like "I'm weaker when unaffected by a debuff, but I dont need to worry about the debuff."
You might argue these are super specific scenarios/builds, and to that I say, there's a fruit in the game that fully takes away ALL your elemental damage other than Lightning, and you get a damage buff to Lightning specifically. Sounds pretty specific to me...
There will surely be weakened builds later, like we have builds for being poisoned and ablaze
For that it would even be too strong and would need to adjust the damage penalty a bit to be more than just -10% I'm pretty sure
For sure! I have a bad habit to place actual numbers in what should be a placeholder. I do it to indicate what I think it would make it strong, but still fair. Since for now it takes some effort to have constant 6 weakened, having a smaller penalty seemed fair due to still being very situational and build dependent (basically just crit builds, which aren't even the best by any means). Of course that once we can get more use or ease of use out of it, a bigger penalty makes sense. I was just short-minded and thought in relation of what we have right now, which is my bad.
to be honest yeah my argument would be that its a super specific scenario, and the different with the soulfruit that does the lightining thing is that that soul fruit benefits from all items that deal both fire and ice damage, and theres aldready a bit of them and there will be even more, while these soulfruits benefit from specifically 1 build/item, we will need to see more items added to the game that may benefit these more, if that happens then yeah they will be viable, but as of now them being for a super specific scenario stands. we will need to see the new items that get added, that may give more possibilities for use of these soulfruits. remember that items should be viable for casual players that dont think too much about the game and dont make min maxing loadouts too, since most players will not make builds but rather a personal loadout of items they like but that dont synergize with eachother, so items should be viable either by themselves or both by themselves and in synergy, but they should not be only viable with synergy with another specific item, unless i guess we are talking necklaces because most of those are purely there for synergizing and stuff, like the phoenix feather or viper eye
that is true, i was wrong on that one
Very fair point! Honestly, I'm definitely losing touch with the casual mindset... It's indeed very important to have "new player friendly" items, like the Windraiser (which was my favorite weapon when starting out!) that are very effective on lower difficulty, but lose their value as difficulty increases! Gives a nice sense of progression when it comes to build-crafting.
On the other hand, (imo) a game should expand on skill ceiling way more than on the skill floor, not only to make things more interesting for more hours of playtime, but also not overwhelm players starting out- and here, mid writing the message, is where I realize how hard this is to pull off when a game makes 99% of its items available from the start... Complicated items that play off of synergy to get value are basically clutter on the inventory for the first few hours while you're still figuring out the game and make the game harder to understand.
I still think that some items with "casual filter potential" like the Mountain Breaker or those self debuffing items are good to have.
Basically, I like your point of making easy to use items, that can hold up on their own, like Windraiser. They're important to have. Then should be some items half way, like the Scorching Twins, that work alright on their own, but shine when synergies are applied, and then a few items that require a proper build like to make them good, like The Boulder, or Sickles. This balance and "progression" when it comes to skill floor and ceiling should be a thing still. Not everything needs to be complicated, far from it, but a few things should imo (and I definitely went for complicated stuff on those ideas)
One day I will learn how to make a point in less than 3 paragraphs... xD Im sorry for text walls
dont worry about the text paragraphs its fine
i would argue tho that mountain breaker and sickles can still stand on their own, while their enchant is not optimal for a casual, they stand because they are weapons, and as such the player can use them even tho the enchant isnt doing them a big difference, while items like rings and soulfruits (i do not include necklaces here for the same point i described earlier, they are what they are) basically become completely unusable if their effect is not usable by casuals
the difference is the a mountain breaker can be used by a casual and still have an effect because it is a heavy hitting weapon,
so players can still use it even without understanding the enchant and have fun
Fruit Idea
Very simple. Weapons Always do Medium Damage.
For example, Frostcore would deal 60dmg instead of 55-65dmg.
It'd be nice for damage testing specially, by keeping values consistent instead of having big error margins.
An idea for a status effect on the player:
- Reduce invincibility time by a percentage.
From taking damage, from perfect dashing, everything but Penumbra state.
I don't know which element would have this effect (future or current).
maybe cold? ik that a slow is more appropriate, but slowing the player really doesn't go with the style of the game. I feel like this would go well as a "brittle" status effect attached to cold dmg
Could we get a +Exp% Satiety stat? It would make sense to have after the leveling changes
Font of Funds
Affix: Incorrigible Greed
Upon slaying an enemy, there is a X% chance for a font to flow, spewing forth ichor and items. With a X% chance, a greater font may flow, awarding further riches. However, there is a X% chance the font flows in reverse, corrupting X items in my possession and siphoning some ichor away into a nearby mass. I can reclaim my lost ichor by destroying the mass in time.
Inspired by our conversation of redesigning the Hand of Misfortune and the imagery of a "loot fountain ". Fonts reward the same as a basic chest, with greater fonts being equivalent to a rich basic chest. Downside is meant to be punishing in a recoverable way.
Paring the above down to the essentials (because while it does cover all aspects, it is a complicated effect):
Font of Ruin Artifact
Upon slaying an enemy, there is a X% chance for a font to flow, showering the area in ichor and loot. However, there is a X% chance for the font to flow in reverse, instead corrupting X items in my possession.
An idea for the trading system:
- NPC is a blacksmith/craftsman or an inanimate crafting altar.
- Sell/give items, dismantling them to learn how they're made.
- Learnt items can be reforged using ichor and/or other items.
- Provide more ichor/items to further aid the forging process, higher tier and/or fixed secondary affix.
Mechanically, this is still buying and selling, with the merchant's stock limited to what you've sold them. However, it contextualizes the act of buying and selling as dismantling and reforging, giving an in-universe explanation and making the limits of available stock intuitive.
Higher tier items are naturally more expensive than lower tier ones, requiring more "material" to make. Stock is infinite once added, as it's being created from scratch rather than sourced. No randomness in stock aside from secondary affix and/or tier, depending on resources spent. You control what's in stock by sourcing it yourself. Nothing can appear in shop that you haven't already discovered.
-
May or may not need safeguards against dismantling one-and-only items (true uniques as opposed to the unique tier).
-
Potential loot sink: selling items already "learnt" will guarantee higher tiers at a lower cost (effectively scaling discount) depending on amount provided (while supplies last).
-
Potential quest tie-in: sold/dismantled items are being partially used for... something. And that's why you don't get back 100% of what the item's worth upon "selling".
Fruits Suggestion (Or for others)
-
1st Hit - is guaranteed critical //or knock back, so on)
-
When enemy dies - ideas, Examples - transfer Status effects // Mini explode // Elite dies will create weakness AOE
-
Out of combat - Ideas Examples- Regen (A fruit thats keep growing back when eaten, but yeah i'm not sure Lighting like fruits, or eats anything at all haha, A battery fruit?
-
Ichor pull - Don't like after killing hordes of enemy and have to go collect all scattered around (maybe It will slowly rolls to you, the closer you are the faster it rolls. kinda cool, like it wants Revenge!)
-
Play with Lighting - just love the idea of Lightning strikes down, maybe like while in combat every ?-? Sec, strikes a random enemy + Knock back ( to see the Lightning strikes down will be so cool ) ( works with Comet and Ice piller too )
-
Stronger Kick!! - love the kick, but if it was strong as in Dark Messiah will be so cool, kicking the enemy off the cliff, ragdolls flying knocking back at the enemies or just kicking for the fun of it, so yeah a fruit that makes you kick like Sparta!
-
Also idea for Fruit drops (Or other future Extra rare items)- All fruits can be drop from enemy (Maybe not all) but very very very rare, slightly more on Elites (Like RO online, cards drops rate is fixed at 0.03%) , This will make it more rewarding, you won't be expecting it (As much) so will gives you the surprise effect every time. (Since tree of talent takes time to grow, to lay each fruit, I think it's fitting idea that the fruits itself also takes time to gather.) (also because it's rare, might need an alert effect just for it, to let the player know, Ding Ding Ding! otherwise might know it at the Tree 2 hours later, Hay! when did i got this Banana!?)
Soul fruit that makes perfect dodge refund the dash charge used.
Cool, maybe at a chance? 25% sounds good, or maybe less considering how easy to do a perfect dodge with lots of enemy
I've suggested something with the same goal as this before.
It was an altar where you could sacrifice items. Depending on rarity it would give more or less points (could even use the same system as Satiety's "feeding" part). With those points, you'd be able to enhance a weapon of your choice (from your inventory) by either giving +1 Enchantment (to fix those +5/6 unique drops) or swap Satiety stats!
To be more specific, items would give from 1 to 10 points (1-5 from fledgling-primeval and 10 for firstborn) with each action (either the +1 or stst change) costing 100 points, though these numbers are to be changed if needed.
It was meant to make all loot "worth" by slowly helping you actually get what you want. Getting a specific item is easy, but having said item be perfect can take DAYS and it'll only get worse with the loot pool increasing.
I do really like the Idea of it being an NPC instead
We have fleshsmiths, surely we can find a metalsmith somewhere lol
That was kind of the point. It wouldn't really do much against a single target but it would make it possible to dodge larger quantities of enemies.
If it has to have a downside, I would rather it burn a second dash charge if you don't do a perfect dodge with your weapon out.
Though I don't think it should necessarily have a downside, we have to remember that soul fruits have costs, and not everything has to be a double-edged sword, IMO.
I think the hand of misfortune should be rarer and a single-use item to incentivize its use
This might sound a silly idea but hear me out: Foot wear weapon(s) like boots with blades or spikes.
The attack would obviously be kicking only, but the enhancement could be kick power related, such as shortening the kick cooldown and making it stronger in some way, such as making it more explosive. Another option that came to my mind would be enhancing that AoE attack when falling from high (assuming each character has own)
Edit: As a bonus, could even allow using long dash while the weapon is equipped (as primary if on primeval)
Trying to imagine what would it look like in gameplay, with the kick combo animations - Might just go with Unarmed style weapon seems more like it?
Now... struggling to come up with a truly good name but I'll throw few ideas:
Boots of Destruction, Face Wrecker or Shredder
A kicking weapon that boosts kick power
Enhancement 1: Destructive/Powerful Kick
Kick cooldown reduced by X% and damage increased by X%. When attack or kick interrupts an attack, causes an explosion for X damage.
(Heavy attacks could count too, not just kick power, corrected description to take that into account)
Could always mix in sweep kicks and overhead kicks to make it look fancier
So it's not all just straight kicks
But fist weapons could be fun too
Not much of a first person kicker games out there to reference with, but if can pull it off it will be absolutely Bang. little far way from lighting as a Knight but still, is cool
Now that I think about it, seeing how new animations are looking could do a up down kick combo
those animations are looking so good
True, But if it's too resourceful, just a simple fruit to add more extra SWAG to the kick is fine too,
Would work I think
like you said, kick at the right time to do Boom! would be dope,
I got the idea in my head, and use AI to make it, just going to put it here, haven't thought of anything else for it, maybe you guys can, it got potential and simply badass? 😄 (yes the chain is not connecting, but just for the concept idea)
i know its compelling and stuff but PLEASE dont use AI it is extremely bad for a MOLTITUDE of reasons
its ok to make a ugly doodle of what you mean it will get accross just as good
AI does suck for lots of reasons and I do agree that it should be avoided whenever possible but I do also feel that simple concepts like these are like the one place that I feel like ai image generation has some use.
I just wish it weren't so bad for the environment
a ugly drawing will do just fine even if it doesnt look as good
afterall its concept art
I agree that that's better yes
i draw like a 5 year old i still avoid ai and make an ugly drawing instead when i suggest an item
💯
understood on both, but isnt the soul fruit AI? if not so not to disrespect or anything i'm digging the designs
Im pretty sure they are but Soz said that he bought them from somewhere.
I feel like there are several places I have spotted AI art in voin, which does upset ne but the game is in early access and I don't think soz is generating any of it himself
as he's solo doing this, is nothing to hate here. all love, we are all here cuz of this game anyway - Haven't scratch this ich since playing Dark Messiah, played that thing so many MANY times -.-
i sure hope not god, i suck at recognizing ai so i didnt realize but it does look like that jeez
im pretty sure sozidar bought it off the unreal store so idk if ai got there yet
if it did the end is upon us
Soz purchases asset packs and may alter them a bit to fit VOIN's aesthetic better. If any of it is AI generated, he's unaware as far as I'm aware.
yeah he would most likely not know
also i dont think ai stuff can be sold on the unreal store
ai art cant be copyrighted
a google search showed me where sozidar bought the assets for the soulfruits from im checking it
the page says nothing about it
idk gng
i suck at this stuff
After looking at these here I actually don't think they are AI
Also sorey to be clogging up this channel with this conversation
Im not sure what's up but I feel like when the images are compressed in game the colors started to meld together in a way that made me think they were AI
no idea
But problem is, how is anybody going to know that it's not copyright protected if they can't distinguish that it's made by AI? Also as we're going you'll see AI art get protected because big corpos want it. How? With the power of bribing... I mean "lobbying"
Since "I didn't know it was copyright protected" is not a valid defense for copyright infringement, it's better to just assume everything is protected unless you can make sure you have the right to use it
And then there's the issue of AI images that infringe on copyright... aren't those technically protected since using that without permission is the same as infringing on the original?
no i think they're ai but a pixelation filter is on top of it
makes it harder to see whether its ai or not
you misunderstand me im not trying to imply anything im just saying it cant be copyrighted so idk if it would be on the unreal engine store
thats all im saying
idk tho
Just went on a tangent to try explain that it's a bit complicated. The point I was trying to make is that if nobody knows it's AI, then it will be treated like it's copyrighted even if technically it's not. That is because art automatically is copyright protected (except AI) and if you don't know it's not protected it might as well be protected
Now this isn't entirely related but just a random idea I got... would it be copyrighted if you trace AI art that does not infringe on copyright? Although it's traced nobody owned the original, and now it could be argued that you own it?
A new rune idea that will hopefully add a new defensive playstyle: Static cross
The idea of this rune is to utilize runic charges in a defensive manner rather than offensive. The enchantment, lightning carapace, allows the right mouse button to be held to instantly generate an electric shield around me (rather than for a runic strike). I cannot attack at all while the shield is in use. Getting struck by any enemy attack while in this form consumes a knock back charge. If all knock back charges are used, the shield is automatically dispersed.
In order for rune charges to be used with this rune, the left mouse button may be pressed while I am blocking to expend all runes. Doing so releases a small shockwave that staggers enemies in front of me (no damage). This rune requires 5 rune charges to be fully charged.
How would combining this effect with other runes work since it removes the runic strike?
I do like the idea but it may need to be reworked to allow for that cohesion
Runes - Thunder Eco and Gathering storm is fun to use, hope they're other element version of these runes, should be reasonable to have 😅 (Fire, Ice, Poison, Psychic)
Here's some idea for the skill names and Rune also.
Skill :
Fire - Inferno Surg / Blazing Fury
Frost - Frostbite Veil / Glacial Shard
Poison - Venomous Whisper / Toxic Bloom
Psychic - Mind shatter / Echoing wail
Rune :
Fire - Rune of the Abyssal Flame
Frost - Rune of the Frostbitten Veil
Poison - Rune of the Venomous Shadow
Psychic - Rune of the Echoing Nightmare
Some sounds silly, but that's all my 3am Mind can come up with 😆
Daredevil Necklace
Increase ATTACK speed per full charge
Sometimes attack IS the bst defense
**Runes **that increase frost damage would fit the permafrost update. Also some soul fruits that give synergy to a frost damage build would be nice.
I could imagine a rune unleashing a frostnova when Runestrike is used, each charge adding stacks of freezing to enemies in radius as well as X cold damage
for soulfruits id imagine a frostshield building up on your charges / hearts where dealing frost damage crates a protective layer of ice around you shielding your hearts from damage (like temporary charges) kinda making 1 heart builds having a theoretical 2 and a 5 heart build probably 10
As for abilities id think you can do a "skill tree" with 3 each - we ahve 3 lightning ones, you could do 3 ice ones like insta freezing enemies around you in a small radius, summon an icepillar underneath yourself lifting you up in the air or catapulting, maybe summoning a frozen meteor or a blizzard adding freeze stacks.
similioar one tree coul focus on fie, poison, psychic damage abilities etc.
Magmatic Chords
Artifact/Ring
÷ Spectacular Crescendo ÷
Your summoned entities explode into flame upon dissipating/dying/being destroyed, dealing X fire damage to enemies within range.
Summoned entities can include:
- stars from the constellations
- illusory copies/clones
- ice statues
- the ichor flesh ball created by ritual skull
- bell ringer bells
I just think an item like this would create a lot of really fun potential future builds, and provide synergy to a lot of items that might not otherwise have much :)
Skyfall (One-Handed Weapon)
Augment: From the Heavens
Lightning Strike radius is increased by X%.
I gain Y stacks of Empowered for each monster damaged by my Lightning Strike. Recharges every 15 seconds.
Grounding Totem (Necklace)
Augment: Open the Sky
Every Xth power used summons Y Lightning Strikes in random positions around me.
Meteor (Two-Handed Weapon)
Augment: Burning Descent
Lightning Strikes deal X additional fire damage and apply Y stacks of Ablaze to surrounding monsters.
Soulfruit of Malicious Felicity (Soulfruit)
Falling from a great height summons an additional Lightning Strike.
Weapon Augment: Flawless Stance
Parrying an attack grants a stack of "Flawless Stance" (up to 5) and stuns enemies for X longer time. "Flawless Stance" doubles the damage of your next hit and stacks multiplicative (1stack x2/ 2stacks x4... 5stacks x32). All stacks of "Flawless Stance" are removed when blocking an attack or taking damage.
Necklace Augment: Flawless Timing
Parrying an attack pauses all buff decay timers for X seconds (stacks of sharpen and empower don't decrease)
Flawless Augments overall:
Same way we have "Butchering", "Perfect" or "Rage" augments, "Flawless" would be a new "Augment family".
It would have around the same role as "Perfect" ones, but with a greater reward for consistency instead of a single action!
A random idea for an effect:
Aerial Frenzy (name could be different, just first fitting idea that sounds good to me)
Physical damage increased by X% each second off the ground. Resets when feet touch the ground.
That is just a simple baseline, the damage type could be less or more specific and rather than simple % increase for the whole duration of being mid air, a flat damage bonus to next hit instead. Would be very suitable for bow type weapons I think, ranged abilities and perhaps some other things too.
Not really sure what slot this would best fit in, but it's an adaptation of the Rune bug we had during patch v4.0.0:
Kinetic Nexus
On hit, there is a X% chance to charge an additional rune.
While Runes are reworded as "every Xth hit", they still charge a rune with each hit, activating upon full charge. This augment will give each hit a chance to count twice (or even thrice at +18).
I kinda wish there was a Duelist’s sword for perfect parties or an item lets perfect parties count as perfect dodges
Had an idea for a slow, big two hander that deals psychic damage. The Dirgewrought Claymore. Power is Highland Mourning. Each strike without getting hit continues a bagpipe dirge that deals psychic damage to surrounding enemies. It might take some working so that the song doesn't get screwed up when the power is applied to a faster weapon, but I think it could be really interesting. One of the key points is that it isn't just a sound effect that goes off with every hit, this would have to be a timing thing while keeping yourself from getting hit. Or maybe taking a heart of damage, so that you could work it with temporary hearts to get some leeway, or with a super jacked northern heart to get the same effect.
If it was worked so that it proc'ed with the bell, you could get a potentially really good synergy that has the bonus of being just really cool. Cause if there's one thing this game does well, it's taking things that work great and making them super satisfying to use, besides just tearing through enemies.
Reminds me of a joke weapon we came up with earlier in the year: The Music, I think we called it. It was simply a guitar. And it's augment was that music would play. Soz took a shine because it'd give him an excuse to insert more of his personal pieces into the game.
Heheheh, that would be great. Something a lot of games don't do is musical effects, or even just purely sound effects, typically it's all flashy visuals. It would be terrific to see something like that come into play.
Also came up with an idea for a rune or maybe a soul fruit, I dunno, based around a purely poison build. The Widow's Bite. Physical damage is reduced by 100%, but poison stacks twice as fast and increases the stack count at the end of its duration.
Would make for weird and distinctly difficult runs
Updating this effect:
Rime Bulwark Necklace
Effect: Hoarfrost
I gain X stacks of Freezing every X to X seconds. Upon successful parry, I apply X stacks of Freezing to surrounding enemies for every stack I carry.
Freezing stacks are applied alongside parry stagger.
Possible balance is purging the player's Freezing stacks after every activation.
Winter's Fragment Necklace
Effect: Glacial Vengeance
For every one of my powers currently on cooldown, my attacks deal an additional X cold damage.
Miniature Rod Necklace
Effect: Lightning Rod
Whenever an enemy is killed by lightning damage, their body ruptures with nature's fury, dealing X lightning damage to others nearby.
Lightning explosion as opposed to the usual chain lightning.
Conductor Necklace
Effect: Electrifying Performance
For X seconds after using any power, my attacks deal an additional X lightning damage. Stacks.
An item that removes your ability to charge heavy attacks, and instead makes it so that holding the attack button causes you to do light attacks automatically.
... my finger hurts after redoing the veilrender event.
Rune of Wild Hysteria
1 Rune Charge
Effect: Wild Hysteria
I sacrifice my capability to charge my attacks; however, I become capable of attacking relentlessly instead, and these attacks are X% faster than normal.
(+1 = 3.5% // +16 = 10% // +18 = 15%)
(Increases by 0.5% every exaltation up to augment level +16. Augment level +17 and +18 jump by 2.5% each.)
Bloodborne's rally mechanic:
Scarlet Brooch // Artifact
Effect: Counter Heal
For X seconds after losing a heart charge, gain X% more heart charge per hit.
(Should be reasonably balanced, since missing your window to regain health negates the upsides entirely, and only direct attacks restore heart charge already)
Suggestion for Weapon:
Soulcut & Ice Specter
Spectral distinguishable see through Double Ice/psychic Katanas that glow with a slight blue/turquoise aura.
(middle length, longer than scorching twins)
Weapon Speed:
Very Fast - Extremely Fast.
Effect:
Applying 0.X Freezing stacks, cold dmg, low physical damage.
Whenever a Otrav with freezing stacks is being hit 2-4 consecutive times, weakened will be applied to Otrav.(stacks)
When hitting a completely frozen Enemy deal burst psychic damage and Ice damage, transfer half of the remaining stacks of frozen and weakened to surrounded Otravs when frozen Otrav explodes.
Additive suggestion:
Dodging perfectly and or parrying increases multiplicator of freezing stacks build up.(limited)and or sharpened buff.
Abilities:
One movement ability, low cooldown.
(maybe a kind of teleport to fit the spectral/psychic theme, short range)
One quick slash combo to build up stacks, medium cooldown.
(short- middle range)
One hard hitting ability:
Mid ranged, Cross Slash with long cooldown dealing psychic burst damage infront of you in X- Shape.
Added to the list. It's meant to be a short description of the idea so couldn't fit all the information about it, but with the name should be easy for anybody to find your post when searching for it
i.wanted.to.be.specific!
Mercy's Strength Amulet/Ring
Effect: Hypocrisy
Every X seconds, I heal enemies around me for X health. However, I gain X stacks of Empowered for every enemy healed.
Slots unknown. Effect names placeholder (tying them into item names is best, and item names stem from item slots).
Effect: Practiced
Overhead heavy attacks deal X% more damage.
Could be +phys or +all.
Effect: Myriad Assault
Constantly changing my heavy attack direction increases my physical damage by X% for each swing. Stacks up to X times. All stacks expire upon heavy attacking from the same direction or using a light attack.
Soulfruite
Name:?
Effect: increases Ichor and item pickup range by X yards or makes it automatic where the ichor and items fly to your location
Purpose: if u have a speedy playstyle (highly mobile build) u leave many resources behind if u dont turn around and pick them up which can kill player fun
There's an auto-pickup toggle in options. Increased range would be nice, since the ichor and loot can take time to spawn if there's a lot of it.
i know about the auto item pick up option still i leave items and ichor behind😉
it could be like the (pain per second Fruit) just make it more expensiv not as cheap as the dps meter
Effect: Carpe Diem
While blocking, I have a X% chance to parry instead.
Something about a carp and a day...
Soulfruit of Boundless Stride
Kick also performs a Super Dash with X% momentum.
Poly-sheathe Artifact
Effect: Quickdraw
My movement speed is increased by X while performing an unsheathe attack.
A mystical sheathe that polymorphs to fit any weapon.
Simple enough concept: make the act of un/sheathing grant a boost of speed. However, we have Guiding Winds for sheathing, and speed boosts need to be judicious while unsheathed. So, grant a speed boost while performing the unsheathe attack -- grants a reason to use (other than looking cool) and incentivizes sheathing (so you can unsheathe), pairing well with Guiding Winds.
While you can play with the duration and strength of the speed boost, I think powerful but brief boost during the attack animation is most thematic. Turns the unsheathe attack into a kind of dash/leap attack. At high exaltation, it should be viable as a general movement tool.
Yamato Weapon
Effect: Delayed Demise
Each successful hit increases the combo counter. The combo counter decreases over time and if I take damage. Upon sheathing my weapon, I expend the combo counter to deal X% of my physical damage per 10 combo to all enemies around me.
Other damage types make thematic sense (delayed explosion), but physical would synergize with Death Spiral -- assuming, under the hood, the combo counter is reset after damage is dealt.
Static Lightning status effect
On enemy:
Standard stack build up and decay.
Upon hit, remove a stack and inflict micro stagger (stagger resistant enemies will not suffer micro stagger).
At X stacks, status transitions to Static Charge.
The next hit will apply massive stagger (no enemy can resist, a la parry).
The Static Charge will transfer to the Vindicator's weapon, buffing it with X lightning damage for X seconds.
On player:
Standard stack build up and decay.
Increase cost of resource consuming actions by 1 (block costs 2 Energy, attack stagger costs 2 Energy, dash costs 2 charges, Super Dash costs 3 charges).
Upon performing an action which consumes a resource, remove a stack.
An Item, probably most fitting to a ring, that enlarges the dashing or perfect evading distance or and item from the first category (with the movement upgrades) that gives you more dashes or super dashes while fighting or that recharges the dash stamina faster.
Blade ov Brimstone (Sword)
First version
Effect: *Molten Punishment *
Each hit fills up a fire rage meter. With the meter full, i release a heavy attack, stabbing the earth with my sword and I create a big circle of fire that surrounds me, dealing 300% fire damage to enemies.
Applies Burn effect to enemies after the explosion.
Blade Ov Brimstone ( Sword)
Second version
Effect: Molten Punishment
I thrust my blade into the ground, absorbing magma from the earth's Molten Core. Upon retrieving my sword from the ground, I slash the air, sending 3 fire curved rays towards my enemies.
Applies Buurn with each ray that hits.
For when bows are potentially added 🤞:
Name: Doomstring
Enchantment: Impending Doom
Type: Weapon (Bow)
Element: Neutral
Short Description: Each consecutive shot on a singular target increases critical hit damage by 5% (Stacking to 30%) until the target dies.
Or alternatively for a Psychic version-
Element: Psychic
Short Description: Each consecutive shot on a singular target will cause the target to be automatically executed when their health reaches 2% (Stacking to 16%).
Item Suggestions:
1 - A rune that, when killing enemies with frost elemental damage, spawns an ice statue of the killed enemy that attacks other enemies. And a hidden synergy that allows statues of the Main Hero to also run around and attack. If enemies hit these statues, they explode and apply freeze to enemies with small area damage.
2 - A ring that, upon entering combat, applies a stack of Madness to the hero. The number of stacks depends on the number of enemies that entered combat—if three enemies are attacking, there will be three stacks. Madness increases all psychic damage by 10% but in return reduces all other damage types by 10%.
Ring of Imbue (element/psychic)
A ring (or another type of equipment) that adds either flat or % amount of non physical to hits for specific amount of hits after a parry. Could start from 1 hit and go significantly higher as it's upgraded.
Enhancement: Imbue (element/psychic)
On parry, adds X (non physical) damage to next X hits.
Psionic Medallion
An item for dealing psychic damage by parrying hits.
Enchantment: Psionic Clash
On parry, deals X psychic damage to nearby enemies.
Skybreaker (Weapon)
Starfall
Using energy calls down star fragments in an area, dealing radiant damage
Bloodreaver (Weapon)
Umbral Hunger
Every x hit refreshes a random power. Consumes a heart on activation.
Ring of Giants
Titan's Burden
You gain x temporary hearts every x seconds and x to all damage at the cost of x less movement speed.
could function like a temporary hearts where i happens one (Max 4), increasing the chance of multiple hits and hit damage based on (%physical damage) the higher its upgraded
this would be a great addition to a rage build, if it boosts damage and attack speed, this would basically give u an insta baby rage, and free crit to get the ball rolling until u build up your normal rage.... id abuse this for sure
if this were an artifact that might be broken, can u imagine..... (tibia, warped hourglass and still having room for something like weird claw)
maybe a similar item that inflicts a lightening strike from above on a singular target if a chain lightening effect doesn't detect a 2nd target to chain too, amplifying damage based on how many times it could have chained, (x2 base lightening damage if it would have only chained to one other enemy) (x3 or more base lightening damage scaling with how many times it could have chained)
this overall would make lightening a much more well rounded and versatile element and much better against bosses that dont summon or bigger enemies that are in much smaller groups
could make it so every miss stores a percentage of psychic bonus damage until next hit, similar to the momentum damage system
i like this idea a lot better than the base owl statue because if someone is using it to glide over vast distances the orbs that spawn for the statuette can be annoying to try and hit and can spawn too high or low depending on camera angle
ultimately this would be easier to use and less of an unnecessary arial skill check
similar idea,
inflicting lightening damage shortens dash cooldown by a very low percent per target, and has a percentage change to inflict lightening damage to a target hit mid dash or even a target the player collides with while dashing
possibly make this an amulet instead, to go with the runic amulet
or
a ring to go with the ring of floating butterfly
i really like the idea of this, especially being able to allow the player to set up a big heavy strike on their won vs just hitting a button and getting max value. tho honestly feels like it should be a rework for how the lightening sting power works
love that sky breaker idea, maybe as a bow aoe power
possibly making the unsheathe attack be a guaranteed crit or do a percentage of current movement speed as bonus damage. the faster you move the more damage
on that same note^
new ring
Ring Of The Untouchable
too slow +1
perfect dash has a (X% possibly capping at 100%) to reset 1 dash charge (up to 3)....when upgraded enough
Bow Lightening Powers
lightening rod
player holds up their bow to be struck by lightening causing their next 5 shots to inflict chain lightening
charges with hits
arrow fan
player turns bow horizontal and fires a fan of 5 arrows (consumes all 5 shots worth of lightening rod) if done while lightening rod is still active
charges with time
zues's bolt
fires a piercing arrow that inflicts lightening damage and has a chance to arc, increasing per enemy pierced
charges over time
what if the kick animation when using a hammer was just a jab with the end of the handle instead, i mean wielding a top heavy weapon like a hammer would be a bit more awkward to try and set aside so i could land a balanced kick, then just bonk
weapon
Frost bite
twin ice axes
when releasing a heavy attack send fourth a fan of icicles dealing cold damage and inflicting stacks of freeze
weapon
glaive
order of the white mountain
steadfast +1
for each enemy hit, gives the next hit a 5% physical damage boost on the next swing
New weapon classes:
spears
slow but offer wide sweeps and longer reach, could include things like spears, halberds, glaives....
staffs
faster, primarily focused on inflicting damage effects and debuffs over a wider area
not focused on light or heavy attacks but benefiting from more effective weapon powers with wider AOE and shorter cooldowns
sword and shields
offering the ability to block attacks by holding the shield but especially heavy attacks can guard break the player making them unable to block or attack,
accompanied by a sword, the shields offer defense until the optimal time to strike back, charging a heavy attack lowers the shield and it no longer blocks anything
this could include a buckler offering a high damage boost and possibly guaranteed crit for landing a parry but losing the ability to block ranged projectiles
whips
very fast weapons great at hitting wide spreads of enemies and building hit streaks but with a low damage
could include whips, morning stars, barbed/bladed whips, roped arts/meteor hammers....
new fruit
percy's prickly pear
all lightening attacks chain 1 addition time
new fruit
if super dash is pressed while weapon is drawn immediately puts away the weapon and performs a super dash
costs 1 potential
or for more potential super dash can be performed while weapon is drawn but delays dash regen by 3 seconds when used
new fruit
inflicting fire damage boosts poison damage by (x%)
inflicting poison damage boosts fire damage by (x%)
maybe a series of fruits that do the same things for elemental pairs, to help boost dual elemental builds without compromising the effect of one or the other
new weapon
dagger
necromancers wrath
heavy attacks inflict 3 stacks of poison, abilities inflict 1 stack of poison, when a poisoned enemy dies, boost poison damage by 5% for 6 seconds. effect stacks
has the twin fang set of powers
seems kinda broken but would be really fun might have to be a hidden weapon somewhere to make it justifiable to be in the game. picturing it something like this
new weapon
sword
very fast
looks like a rapier
successful hits have a chance to increase attack speed by (x%) effect stacks
new weapon
hammer
slow
mid damage per hit
Wicked Sister
looks like a cauldron chained onto a broom handle
spending energy leaves behind a pool (max 3 at high levels) of poison, fire, or a pool that inflicts weakness at (x stacks) per (x seconds) both scaling with level
new weapon
twin single handed hammers (in the same category as the other dual weapons)
average speed
adds lightening damage to all attacks, successful hits have a small chance to conjure a copy (max 3 with upgrades) that slash a random nearby monster deal (x%) of physical damage as lightening
new element
bleed
each stack of bleed does 5% of the inflicting attacks damage per second and successful attacks on bleeding targets have a chance to hemorrhage taking +50% damage on hit
new weapon
dagger
thunder strike
kunai
successful heavy attacks chain lightening, successful light attacks and powers have a medium chance to chain lightening
new weapon
Twin native American tomahawks, one lightening, one fire
attacks have a chance to chain lighting, upon being struck by lightening damage adds (X) stacks of ablaze and does 6 fire damage a second for 5 seconds
new weapon
hammer, space/galaxy theme like the "constellations" weapon
event horizon
spending energy spawns a small black hole that pulls in enemies and does cold and physical damage over time and adds (x) stacks of freeze over time
alt version
solar flare
spending energy emits an explosion that does fire damage and adds (x) stacks of ablaze
@abstract salmon the new post about "the list of community suggested items" is missing a lot of stuff from this list from a lotta people, are there being added bit by bit or did they just not make the cut?
The original idea for limiting the amount added by only adding ones 📝 reacted by Sozidar or requested by somebody else to be added to the list, but these days Sozidar doesn't react to suggestions anymore (but pretty sure he reads them).
Still adding anything anybody requests to be added to the list, but haven't really decided how to go about adding great ideas to the list since adding everything is too much work, and "judging" everything is also too much work... and not sure if I want to be doing any "judging" anyway.
It worked great with Sozidar's react since lack of react doesn't automatically mean that it's not a great one, just that it doesn't suit his plans for the game. Since I'm not the one to decide what's good for the game, me not adding something to the list would be more or less me saying it's not good enough to be added to the list which I'm not fan of.
I think the best way would be if the community itself was more active in reacting to ideas to show interest so could more fairly decide what to add to the list.