Richter Chavs
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Richter Chavs
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January 1970
GUEST
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Post by Richter Chavs on Oct 21, 2015 6:39:55 GMT -6
Hi fellow army of the night, just wanted to hear your thoughts regards adding perks to the weapons, with this implementation we can easily increase the complexity and uniqueness of the gear you are wearing.
So maybe two players have the same weapon but using diferentes perks could change the outcome of the weapon (add elemental damage, increase % of critical, cast temporary familiar, add 20% exp, 3rd strike critical when Chain, etc) and the same could apply for armour (increase defense, restore health, speed up, etc)
All of these should be difficult to obtain or cost high resources to randomly reroll perks on one weapon or armor, to increase the sense of achievemnt once a legendary weapon with a legendary perk is obtained.
Hope you guys like this idea and build it up so hopefully can reach Iga and Inti creates.
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purifyweirdshard
Administrator
Administrator
Calling from Heaven
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Administrator
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purifyweirdshard
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Post by purifyweirdshard on Oct 22, 2015 8:04:00 GMT -6
Sounds good. I'm kinda hoping the making of weapons/armor has something like this built into it. It would be somewhat of a letdown if every created item was the same, so I'm thinking there will be some variance like this.
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Richter Chavs
inherit
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Mar 18, 2024 19:00:34 GMT -6
Richter Chavs
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GUEST
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Post by Richter Chavs on Oct 22, 2015 13:19:15 GMT -6
Yes!!!... It will add a huge amount of customization and uniqueness on each weapon, and the ability to randomly reroll perks at the cost of resources will make you think twice if you risk your current perks for the possibility of greater ones.
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stoltzy92
[TI1]
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October 2015
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Post by stoltzy92 on Oct 23, 2015 1:10:43 GMT -6
Adding perks. Cool. Random and RNG type of rerolling perks, not so much.
I would rather not have the game become too RNG dependent or too complex. One thing I really appreciate about the previous Igavania games with their relative "simplicity" compared to other video game genres. I think adding an RNG type thing like that would be kind of a bad idea and really take away from that.
I am totally all up for weapon perks and being able to customize your weapons though. I just really don't like the idea of RNG weapon stats or what not beyond random enemy drops.
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Kaius
Loyal Familiar
[TI2]My heart is blood, my blood is glass, my soul is frozen.
Posts: 235
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Kaius
[TI2]My heart is blood, my blood is glass, my soul is frozen.
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kaius
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Post by Kaius on Nov 6, 2015 9:35:27 GMT -6
Well, let us remember that Bloodstained (and Castlevania games in general) is an Metroidvania which has action and RPG aspect. While you will gain levels, you will surely be able to spend perks on skills, weapons, character inner abilities, etc...
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Apollonian
Loyal Familiar
[TI2]Drink stale wine to your heart's delight
Posts: 305
inherit
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Apollonian
[TI2]Drink stale wine to your heart's delight
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Aug 21, 2015 16:30:38 GMT -6
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rvmcypressgrave
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Post by Apollonian on Nov 6, 2015 10:48:57 GMT -6
Well, let us remember that Bloodstained (and Castlevania games in general) is an Metroidvania which has action and RPG aspect. While you will gain levels, you will surely be able to spend perks on skills, weapons, character inner abilities, etc... Umm I don't think they ever did that in the metroidvanias in the past though... I could be forgetting something, if so just remind me of the game. I think skill points and perks would be really cool as long as it isn't rng.
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purifyweirdshard
Administrator
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purifyweirdshard
Calling from Heaven
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purifyweirdsoul
Staff Mini-Profile Theme: Example 2
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Post by purifyweirdshard on Nov 6, 2015 10:54:45 GMT -6
Heh, no, that's a thing in "Metroidvanias", sure, as in like Rogue Legacy, Valdis Story, Guacamelee, etc etc, but not an actual Castlevania game.
You can level up skills in Harmony of Despair, but it's by use/drops instead of skill points/trees. Personally, I think I'd rather it stay as it has been, i.e. large variety of just droppable weapons/souls/alchemic-somethings. The skill-based, combo system style action RPGs like the ones I mentioned are kind of a different beast.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Enkeria
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Post by Enkeria on Jan 25, 2017 10:04:08 GMT -6
I am wondering about the level of quality of the weapons.
I mean. I am a level 1, I find a sword. This sword can be leveled up, but I ignore that. When I find my next weapon: Shoes, these are higher in damage output but shorter in range. Next weapon I find is a dagger, now, this has shorter range but faster than the shoe (kick) attack.
I guess the dagger would be somewhere in between the sword and the shoes in damage output.
But if I have leveled up my sword early, it would perhaps be better in damage output than any ot these others.
So question is.. Should we find many or most of the weapons before we can level them up? Or should they be leveled in a matter of being faster?
I have no clue how this would work. I mean.. What would be for the best.. Level up my sword or use whatever item I find at the moment until I find the best weapon (level 0 or level 1) in the game?
Also.. Should many weapons, being the end-tier of things, have the same damage output? If this were the case, it would be a bit more "fun" to costumize Miriam. I mean, maybe you love Axe more than a Rod or Two-handed Sword, even though both do same damage, are same speed and same range?
I guess a whip would have a greater range, or the spear compare to a dagger.. But if things are in original level, or maxed out. Should there be one weapon to rule them all? Or a few different ones that would pretty much do the same, but would be a matter only for your personal taste?
Sword or Whip. Sword won. Perhaps the best in slot would be this Sword in terms of damage output and attackspeed.
Thoughts?
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