Damage types, status effects and others: QUESTIONS! Oct 26, 2017 1:27:30 GMT -6 Galamoth, XombieMike, and 1 more like this
Post by Pure Miriam on Oct 26, 2017 1:27:30 GMT -6
Bloodstained's Menu and it's elements and status effects
Considering what the icons from Bloodstained menu shows and the official information about damage types from content contributors thread, we can easily assume most of what the game will have, regarding damage types and status effects. No information below, regarding what each icon means, is really official, but it's not hard to guess what they probably are, as seen below:
-PHYSICAL DAMAGE TYPES-
Cut: Swords, Knives, Great Swords, Axes, Katanas.
Stab: Spears, Rapiers* Guns.
Strike: Kicks, Maces, Whips*.
-ELEMENTAL DAMAGE TYPES-
Fire: fire magic and fire-based weapons.
Ice: ice magic and ice-based weapons.
Lightning: lightning magic and lightning-based weapons.
Holy: holy magic and holy-based weapons.
Dark: dark magic and dark-based weapons.
Considering past Igavanias regarding damage types and status effects, how do you think Bloodstained will be, or could be, regarding that? Specially the questions below:
1) In most Igavanias, enemies could be weak against a particular damage type (suffering more damage from it), strong against a damage type (suffering less damage from it), immune against a damage type (suffering NO damage from it) or absorb a particular damage type (healing itself from that damage type). Do you think damage types could have some other effect besides that, on enemies? What kind of effect?
2) Portrait of Ruin was the only Igavania game (if i'm not mistaken) that had any kind of visual representation of wekanesses and resistances. Enemies would flash red if hit with a weakness and would flash blue if hit with a damage that they are resistant against. Do you think Bloodstained could also have some kind of visual information regarding weaknesses and resistances? Or that would pollute the games visuals? If you would like to see that, how would you like it to be?
3) Having all those elements and status effects with numbers after them at the main menu, means that at some point, we will be able to equip items and Shards that can give us protection against all that (the 2017 Demo has an enemy called Holy Elemental, that gives a Shard called Holy Resist. There is no video of that, but mentions. It's not hard to guess what that does). Do you think the game could give means for Miriam to be resistant against all elements and all status effects? (all at the same time, making her almost immortal, or only one or two at a time?).
4) Would you like weapons with elemental damage types to be obtainable only by forging, or would you like to find such weapons around the game too?
5) The elemental damage types from Bloodstained are not consistent with the classic nature elements (fire, water, wind and earth). Some Igavanias had less damage types than the four basic elements, and damage types were inconsistent among Igavania games. Do you believe that the lack of earth and wind elemental damage (and water, for those who consider ice and water to be different) has any kind of meaning or is just a design choice?
6)*Do you consider Rapiers to be Stab damage type (like i did up there) or something else (such as Cut damage type?) And whips? Do you consider a whip to deliver Strike damage type (like i did up there) or something else (such as Cut damage type?)
7) Curse had different takes among Igavania games. At some games (Symphony, Castlevania 64 (vamp status effect), Circle of the Moon and such) curse blocked the player from using weapons and he also couldn't move fast, but he could still use spells. At some other games (Aria and Dawn, among others) curse drains MP and locks it at 0. What kind of effects would you like to see for Curse at Bloodstained?
8) Poison had different effects among Igavanias. Some games made the character weaker (less damage delivered, higher damage taken). Some other games didn't had that, but the character would lose health each second. And some games combined these effects. What kind of effects would you like to see for Poison at Bloodstained?
9) ** No Igavania game ever had something like a "Slow" effect, although some effects (such as Curse) could cut the character's walking speed (such as Harmony of Dissonance). If that icon is really "slow" or something like that, what kind of effects would you like to see for Slow at Bloodstained?
10) *** Stone, also known as petrify is one of the most consistent status effect at Igavania games. In all games, the character is petrified, cannot move or do anything and normally suffers more damage. What kind of effects would you like to see for Stone at Bloodstained?
11) **** No Igavania games never had a status effect related to time, although some games had enemies and bosses capable of stopping time. If that icon is really stop or something like that, what kind of effects would you like to see for Stop at Bloodstained?
12) Would you add some other damage type or status effect? If yes, what and how it would work?
That's all folks!