|
I really don't know about some of these. Right now, I'd actually say a weapon like the Cutlass is balanced well: Flourish provides 3 hits but to get the full of a combo you have to put a point into Cleave; Thrust has one straight-forward hit and is, as juxtaput besides the others, relatively inaccurate. The Pistol has a bunch of relatively unique shots, and with the first being infinitely in store, the second decent for a point and all, useful tricks like the Bane and Hex-eater, I'd say it is all well. The Doll is really balanced as it stands for the costs and reload times, though something like Poke pushing for real quick light damage at virtually no cost is something. The Dagger is balanced well with the throws I'd say, save the Asp doing the same amount of damage as the Adder. The non-poisoned one could do well with some more damage. The Grenades are worked real well: I wouldn't change them. I haven't dealt with the staff, but making more powerful atttacks than those that already exist doesn't seem like the thing to do I think.
If I were to alter the weapons at all (and it definetly wouldn't be the first thing), I'd probably try to add in some new passive skill and bump up the maximum skill points to 5 for each weapon. For the Cutlass, I'd make a skill that lowers damage you take from whatever you're attacking if you're attacking with a Cutlass. With the ability to put all 5 new points into this or something else, it'd be all gravy and wouldn't too drastically alter previous strategic decision, which is what I'd aim for.
Since I'm on rolling on like this, I'd probably make a faster reload skill for the pistol. It's really the only thing I can think of, found after the cannon skill.
For the Doll, I'd wouldn't mind to see a new skill added instead of a passive: this is simply because of the way the Doll works. I'm thinking a Share skill would do it for me: if you're poisoned, you do this skill, and your attuned opponent takes part of it as well. This would reduce your status times and actually inflict the reduction on the enemy. A passive could do here as well, but I like my idea, as usual.
The Dagger could make with another throw, passive, or move. Because that last move is ultimately superior to all 3 before it, the only reason to get the third is to allow for the full on of a combo. However, this last one could be like the Thrust move: one hit, high damage. Still, I don't like this idea all that much. The idea of a throw ain't so high in my eyes either: a passive helping this and the Cutlass could cut it, or an all around helpful passive like one of the Grenade's skills could be good as well.
The Grenades are the one thing I got to 20 areas with Dog, and my suggestion here will probably be the most experted (among my other opinions, not all yours). Another grenade if it is balanced might actually be fine: I tend to think they are all balanced with the possible exception of the Siege Charge. One that poisons the air I guess: the only thing I can think of.
Can't help with the Staff.
All that being said, I think that perhaps a Leadership-esque ability might do it for me as well.
For the Cutlass, upon hitting level 30 (my new cap for the sake of this thread), there could be a quest to find the ultimate swordfighter in the land that Will has been hearing rumors of. You could do a huge quest, following rumors, doing favors getting people to talk, etc; all to find out that Will was the one they've been talking about. Anyway, the skill I have in mind is sort of like Leadership: after using it, it adds one hit to the combo you've been fighting on and it recharges Blade Storm, Brawl and Sweep as well in addtion to allowing one of these new hits to register once more on the combo list. It'd make for a sweet long combo. For the sake of discussion I'll call it the Salsa skill. Hack->Slash->Cleave->Flourish->Flourish->Flourish->Sweep->Salsa->Sweep. A 9-hit combo, not including the possibility of Thrust, not including (I simply don't know) Blade Storm which might allowfor more hits than one in its steps.
For the Pistol, I don't know about the quest, but I do know about what skill I'd like to see. A crackshot would be it. Say your ammo currently loaded is the Hex-eater shot. You merely press 8 and it quickly looses all three loaded shots. As an added bonus, all shots do max damage, both with aim and with the natural damage of the shot, with the Hex-eater dishing out max loss of voodoo and breaking all hexes regardless. It'd make for quite a sting.
For the Doll, I can imagine the quest only: Romany Bev wants you to take something from Tia Dalma, in exchange for a dark skill. You spill the beans to Dalma, and Dalma offers it for a trade. In the end, you end up stealing something from Romany Bev, giving it to Tia, and then recieving what Bev wants. Bev teaches you this skill, though she doesn't realize she is missing a certain something...
A Leadership ability might actually cut it for the Dagger, believe it or not: recharging all throws to full until you actually throw a throw, putting everything back to normal after that. Vipers Nest-Spit Poison-Vipers Nest.
For the Grenades, I'm thinking a period where you don't have to wait those measly few seconds between throws is in order. For 5 seconds, reload time become 0.5 seconds.
For the Staff, you could have an ability that cuts recharge times down. Iunno really.
Last edited by League; 07-17-2008 at 02:42 AM..
|