#Weapons unique traits

1 messages · Page 1 of 1 (latest)

sonic knot
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It's a little hard to formulate this idea, but I believe weapons should have a unique trait (not only moveset) that differ them from others.

Bow and throw daggers are pretty unique, but for melees just feel tweaks on damage and attack speed numbers. They all have melee combo, heavy attack and throw.

Same with magic weapons, which is just ranged combo, heavy charge, aimed heavy charge. Staves and gloves should be and feel different. Same for all melees.

Here are some suggestions, but they're not the core of the problem I see (focus on the first 3 paragraphs)

  • Great swords
    Change throw to a charged heavy slam to the ground, that knocks down who is in the middle, and does some damage around. Damage and area increases with charging
  • Long swords
    Instead of a throw, a spin swing with a quick time (similar to perfect throw) that let's you upkeep the spin
  • Polearms
    Instead of a swing on heavy, could be a mid-range stab with good stagger and chance to knock down
    -Shield
    Change shield throw to a frontal block and a shield charge, running with shield, dealing small damage some stagger and chance to knock down
  • Short blades
    Should be split into dual blades and daggers.
    Dual blades could have, instead of throw, a combo of heavy attacks that does not charge, but similar to perfect shot, hitting the perfect time allows another hit, until failure
    Daggers could be instead of a heavy attack (keep throw) a quick hit, low damage, high stagger with chance to knock down

I know this idea brings new problems, cause some mechanics requires player to have a ranged weapon, such as the bear quest and the moaners, but it could be solved for the moaners by adding a damaging spot somewhere that brings it down so you can hit the 'eyes'. For the bear quest, it would be necessary to re-design it or add a collectable nearby that can be thrown.

Ultimately, not my main point, I'd also suggest that any class of weapon could be primary and secondary, letting players decide how to loadout.

gloomy cove
late kiln
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-1 for removing throw. I'd understand giving variance to the throws (IE, greatsword is a cleaving wide throw) but removing throw? No. Just like how removing melee from bow was something I think was a hinderance for the future of weapon design.

lusty swan
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+1

royal grail
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-1 All weapons need a ranged option. The throw fills that gap for melees. If we remove the throw, then something else has to take its place.

sonic knot
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The focus was not the suggestions, removing throws or whatever, the core thing is that they need identity. Otherwise all melees feels just like a reskin and all that changes is the runes

twilit swift
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I support this. Having "universal" traits that apply to a weapon grip type would be nice. Something to reinforce or change playstyles. Daggers having better finisher damage than swords, shield weapons having heavy parries baselines, etc.

Individual weapons can have unique twists on these "universal traits." Like how all bows are free aim weapons and have a light spam, charge attack, and a heavy attack, but Avex is the one that swaps out arrow rain for a melee attack.

half meadow
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The only one I can agree on with this is the greatsword throw, it feels a bit too silly for my taste. But The only other throws I'd change is maybe the double daggers? I don't think that you should throw both of them, or at least they shouldn't turn into one projectile.

arctic current
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I would like all weapons to have 1 unique trait that kind of encourage you to focus on a specific playstyle with that weapon.

(A bit like legendary/unique aspects from diablo 4 or something similar from another ARPG)

All weapons within the same type feels way too similar.

balmy quest
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+1 Just from what I understand of the game direction, I really think soulframe should be "quality over quantity" for gear. for this kind of game id rather yall take 3 months to make 3 weapons with unique playstyles, attack patterns, abilities, etc, than take 3 months to make 20 that are functionally all the same just with slight changes in stats/virtue alignments. ppplleeeaaasseee dont remove throw thought, the throw is awesome and i love it dearly

lost shell
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+1 replace kick with special action weapon skill per certain weapon

mortal palm
raw frost
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Don’t remove throw but yes to everything else being unique for weapon types to a more obvious degree. May matter more when we start getting “elemental” damage for real

ionic crag
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-1 just because the ability to throw your weapon is too iconic

I was in for the first one because i do feel greatsword specifically could get away with not having a ranged option, but the other ones should stay as is

balmy quest
ionic crag
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I'll also use this as a platform to restate my point that

if arcanics still required you to go into "spirit mode" to cast, we'd have 1, 2 and 3 available for weapon techniques

balmy quest
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oh true true

raw frost
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Real issue is you can’t get rid of throw regardless without a total rework of how dungeons work or sieges

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But the rest is great

raw frost
mortal palm
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They could keep a throw/ranged option for all sidearms and give players Nettle at the start

raw frost
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But that just adds more of a mess. You’d need to make them a different weapon category instead of just being in another slot

ionic crag
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Like i understand wanting console gaming to be a thing, but they're trying to cross a bridge that's still under construction, dare i say on the blueprint

ionic crag
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Like, part of what sold me on this game was the fact that the character could be swordfighting one minute, then kick that guy away, throw your weapon at another passerby and start throwing hands the other

It doesn't need to be peak effectiveness to be worth keeping

raw frost
ionic crag
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Controller*

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For example, the same way mouse and keyboard doesnt require spectral sight, but controller does, they could make it so on controller, to access weapon techniques they need to hold block/aim, then name it like "taking a stance"

raw frost
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But that’s also already being used

ionic crag
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Is it being used by both the throw and the kick?

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Damn, that's cluttered

raw frost
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Yeah see why they need to be careful

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They’re already way too bloated

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We arguably have enough room for one more skill currently

ionic crag
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I figured a secodn later that it would be taken by the throw, but that still left 3 options for the 3 arcanics/techniques

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Second*

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The kick is really an odd ball here

raw frost
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The others still remain their required commands unless you want dodge removed while blocking

ionic crag
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If i had a controller myself i could take a while figuring out how to map it.

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Worst case scenario they could do block + hold key to be the "cast" the the technique