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Post by Damian on Aug 30, 2016 22:12:28 GMT 10
I'm just going to come out and say it. The current weapons are lame. The Sword, Axe and Staff are not weapons you expect a necromancer to carry at all. The truth is they were only in the game was to help us prototype combat and help player's gauge attack range with each weapon type. Earlier in the year we revealed the new logo and we hinted at the scythe-shaped L being important. It's important because that is the only weapon your avatar will be able to use in Lord Of Decay. The current sword, axe and staff will be removed. The scythe is a unique weapon from the Void that can only be used by you. It's a vampiric weapon that enables you to collect blood (Blood Harvest) and use that blood to perform powerful Void Skills (Blood Sacrifice) If you're unfamiliar with Blood Harvest you can read more about it hereScythe FormsThe scythe can transform and change shape at your will into one of three forms. These forms have different benefits and drawbacks as well as catering for different play styles. You will notice that these forms coincide with the current sword, axe and staff weapons. 1. Short Scythe The haft of the scythe shrinks and the blade swivels to make a short sword. The short scythe is ideal for one-handed fast attacks at close range that harvests a lot blood. If you're used to playing as a sword and shield warrior class in other RPGs you will be very comfortable with this weapon. 2. Long Scythe This is the more traditional shape of scythes with a long haft and a curved blade like the Grim Reaper. In this form the scythe is a slower two-handed weapon that deals massive amounts of damage, but harvests only moderate blood. If you're used to playing as a two-handed tank class in other RPGs you will be very comfortable with this weapon. In this form the scythe deals low amounts of damage, but allows you to keep a safe distance from the action whilst harvesting little blood. 3. Staff Scythe With the haft at full length, the blade swivels down and magic projectiles can be fired from the top of the staff. If you're used to playing as a mage in other RPGs you will be very comfortable with this weapon. Form | Type | Range | Attack Speed | Attack Damage | Critical Chance | Blood Gained | Short Scythe | Melee | Close | Fast | Medium | 80% | High | Long Scythe | Melee | Medium | Slow | High | 75% | Medium | Staff | Projectile | Long | Medium | Low | 70% | Low |
UpgradesYou will be able to upgrade the scythe by selecting a scythe form (e.g. Short Scythe, Long Scythe or Staff) and adding skill points to it. This way you can upgrade the weapon form that best suits your play style. It will be up to you to apply all your skill points to one scythe form or distribute your skill points evenly between all three scythe forms. You will be presented with a UI that has one linear track per scythe form. Each track will have a number of nodes spread out across the track from top to bottom. Using a skill point will unlock a node for the desired scythe form and each node will increase the scythe's: - Attack Speed
- Attack Damage
- Blood Harvest Rate
- Additional attacks in combo chain
If you think of the Shadow Of Mordor weapon upgrade screen you will get a good idea of what this will look like. So now you know our plans for the player's main weapon. Now we need your help. There are 2 x Melee weapons (Short Scythe and Long Scythe) and we're uncertain that makes sense. Do you think we should keep both the Short Scythe and the Long Scythe or do we remove one of them? Do you have a favourite scythe form?
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Post by Darth Cameroth on Sept 1, 2016 14:15:00 GMT 10
Hmmm having a choice is never a bad idea, but this scythe idea does fit well though. I got an idea though why don't instead of having multiple weapons you have a single weapon that transforms. My idea might mix things up a bit and its important to note that i like all of what i have read above, but anyway what i was thinking is what if you start with the staff it works pretty much how you said, but then instead of grabbing out a new weapon (as was done previously not as how you have planned now) That your staff can change into a scythe or a sword, the scythe in a surprising plot twist is now your fastest weapon does medium damage and harvests the most blood, while the sword harvests medium blood moves at medium speed and high damage but also has the shortest range.
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Post by Damian on Sept 1, 2016 14:25:44 GMT 10
Hmmm having a choice is never a bad idea, but this scythe idea does fit well though. I got an idea though why don't instead of having multiple weapons you have a single weapon that transforms. My idea might mix things up a bit and its important to note that i like all of what i have read above, but anyway what i was thinking is what if you start with the staff it works pretty much how you said, but then instead of grabbing out a new weapon (as was done previously not as how you have planned now) That your staff can change into a scythe or a sword, the scythe in a surprising plot twist is now your fastest weapon does medium damage and harvests the most blood, while the sword harvests medium blood moves at medium speed and high damage but also has the shortest range. I don't think I was very clear so I have changed the wording above. The sword, axe and staff will be removed from the game. We will then give you a magic scythe weapon that can magically transform into a short scythe, long scythe or staff. You will not have to put your weapon away and draw another weapon. You can choose to change the shape of the scythe to suit your play style or to fight particular classes of enemies more effectively. I hope that clears it up.
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Post by Darth Cameroth on Sept 1, 2016 16:59:15 GMT 10
No, I think it was my wording that was off. I kinda suggested a combination of both ideas. Instead of having your scythe change into different styles of scythe, I suggested that instead you have a staff that transforms into a sword or a scythe (and back into a staff) and changed around the stats of the weapon a bit. But i do also like the original idea as it is.
So my idea is it would work like this:
Type Range Attack Speed Attack Damage Crit Chance Blood Gained
Original Form Staff: Ranged Long Medium Low 80% low
Scythe Form: Melee Medium fast medium 75% High Sword Form: Melee Short Slow High 70% Medium
The idea being that a necromancer would be most proficient with magic so the staff gets the highest crit chance and him being least proficient in proper melee so worst with the sword although as a "proper" weapon it does the most damage with the scythe sitting nicely in-between with the highest blood harvest thing. Of course with your skill system allowing improvements in various ways for the different weapon forms.
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Post by Damian on Sept 1, 2016 22:23:36 GMT 10
No, I think it was my wording that was off. I kinda suggested a combination of both ideas. Instead of having your scythe change into different styles of scythe, I suggested that instead you have a staff that transforms into a sword or a scythe (and back into a staff) and changed around the stats of the weapon a bit. But i do also like the original idea as it is. So my idea is it would work like this: Type Range Attack Speed Attack Damage Crit Chance Blood Gained Original Form Staff: Ranged Long Medium Low 80% low Scythe Form: Melee Medium fast medium 75% High Sword Form: Melee Short Slow High 70% Medium The idea being that a necromancer would be most proficient with magic so the staff gets the highest crit chance and him being least proficient in proper melee so worst with the sword although as a "proper" weapon it does the most damage with the scythe sitting nicely in-between with the highest blood harvest thing. Of course with your skill system allowing improvements in various ways for the different weapon forms. I see what you're getting at now. The plan was to encourage the player to get involved in combat instead of stand back and let your minions do all the work. The player's interaction is inversely proportional to your horde size. We added the concept of Blood Harvest and higher rewards for getting close and taking greater risks to prevent turtling. Of course we are balancing these things all the time.
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Post by folklore on Sept 2, 2016 10:56:22 GMT 10
Out of curiosity have you considered being able to infuse your weapon with blood, in order to gain a buff? The buff might be shaped by the current form of the scythe/staff. For example using it on the staff would increase damage substantially, maybe even temporarily have it fire a shotgun like projectiles. The sword form might grant a life drain to each hit, or a slight aoe as the enchanted blood becomes caustic.
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Post by Darth Cameroth on Sept 2, 2016 12:18:13 GMT 10
No, I think it was my wording that was off. I kinda suggested a combination of both ideas. Instead of having your scythe change into different styles of scythe, I suggested that instead you have a staff that transforms into a sword or a scythe (and back into a staff) and changed around the stats of the weapon a bit. But i do also like the original idea as it is. So my idea is it would work like this: Type Range Attack Speed Attack Damage Crit Chance Blood Gained Original Form Staff: Ranged Long Medium Low 80% low Scythe Form: Melee Medium fast medium 75% High Sword Form: Melee Short Slow High 70% Medium The idea being that a necromancer would be most proficient with magic so the staff gets the highest crit chance and him being least proficient in proper melee so worst with the sword although as a "proper" weapon it does the most damage with the scythe sitting nicely in-between with the highest blood harvest thing. Of course with your skill system allowing improvements in various ways for the different weapon forms. I see what you're getting at now. The plan was to encourage the player to get involved in combat instead of stand back and let your minions do all the work. The player's interaction is inversely proportional to your horde size. We added the concept of Blood Harvest and higher rewards for getting close and taking greater risks to prevent turtling. Of course we are balancing these things all the time. At first i was going to say that my idea doesn't discourage the player from getting stuck in, but i see how the huge crit chance might do that now. I would say stick with your idea. It does fit very well and i still very much like the idea that it is all about the scythe, its a unique feature i haven't seen before. I look forward to seeing it in action,
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Post by Damian on Sept 2, 2016 13:20:36 GMT 10
Out of curiosity have you considered being able to infuse your weapon with blood, in order to gain a buff? The buff might be shaped by the current form of the scythe/staff. For example using it on the staff would increase damage substantially, maybe even temporarily have it fire a shotgun like projectiles. The sword form might grant a life drain to each hit, or a slight aoe as the enchanted blood becomes caustic. This is something Scott and I have been debating so I'm glad you brought it up. We've considered adding these types of weapon buffs when the Blood Meter is full. The buff would remain active whilst the Blood Meter is full or until you use a Void Skill. We have come up with two potential approaches. Scott suggested we add these buffs to the scythe skill tree so you can select which buffs most appeal to your play style. However, this approach complicates the weapon skill tree and locks you in so you cannot try other weapon buffs in future. We'd probably have to add a "Reset Scythe Skills" feature so you could still change your mind. Now that we have Relic I'm thinking that we should procedurally generate Blood Relics that can be equipped on the weapon. This approach still gives you the freedom to choose play style, but you can always equip different Blood Relics at any time to try out other buffs. It also means we get to further extend an existing feature. Which do you prefer?: - Weapon Buffs from Scythe Skill Tree.
- Weapon Buffs from Equippable Blood Relics.
- <Insert mind blowing new idea here>
Also, I really like the shotgun projectiles idea. That should be especially fun now that the magic projectiles have a blast radius 
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Post by Darth Cameroth on Sept 2, 2016 13:32:13 GMT 10
Wait why are we picking a preference? Don't we get Scythe Skill Tree and Equippable Blood Relics?
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Post by Damian on Sept 2, 2016 16:04:53 GMT 10
Wait why are we picking a preference? Don't we get Scythe Skill Tree and Equippable Blood Relics? folklore question was about adding buffs to the weapon when the Blood Meter is full. Let's just call it Blood Buffs for now. I'm just asking how you guys would like to add Blood Buffs to your scythe. Would you prefer adding Buff nodes to the Scythe Skill Tree which would make it non-linear and more customisable. Or maybe you prefer equipping a new type of Relic to add Blood Buffs? Yes, there will be a Scythe Skill Tree regardless. Sorry for the confusion :$ I really want to know what you guys think before I go and design a solution.
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Post by folklore on Sept 6, 2016 2:31:27 GMT 10
Out of curiosity have you considered being able to infuse your weapon with blood, in order to gain a buff? The buff might be shaped by the current form of the scythe/staff. For example using it on the staff would increase damage substantially, maybe even temporarily have it fire a shotgun like projectiles. The sword form might grant a life drain to each hit, or a slight aoe as the enchanted blood becomes caustic. This is something Scott and I have been debating so I'm glad you brought it up. We've considered adding these types of weapon buffs when the Blood Meter is full. The buff would remain active whilst the Blood Meter is full or until you use a Void Skill. We have come up with two potential approaches. Scott suggested we add these buffs to the scythe skill tree so you can select which buffs most appeal to your play style. However, this approach complicates the weapon skill tree and locks you in so you cannot try other weapon buffs in future. We'd probably have to add a "Reset Scythe Skills" feature so you could still change your mind. Now that we have Relic I'm thinking that we should procedurally generate Blood Relics that can be equipped on the weapon. This approach still gives you the freedom to choose play style, but you can always equip different Blood Relics at any time to try out other buffs. It also means we get to further extend an existing feature. Which do you prefer?: - Weapon Buffs from Scythe Skill Tree.
- Weapon Buffs from Equippable Blood Relics.
- <Insert mind blowing new idea here>
Also, I really like the shotgun projectiles idea. That should be especially fun now that the magic projectiles have a blast radius I'm partial to the addition of blood relics, "relics that have become tainted either by deliberate rituals, or constant exposure to areas bathed in void energy". My reasoning for the relics support, is using that system already in game wouldn't tie the blood buff mechanic to a skill tree. Also the amount and type of buffs wouldn't be limited by the confines of a skill tree. I do like the idea that relics buffs/abilities either only activate at maxed blood, or are enhanced at max blood. projectiles with blast radius. Prepare the artillery necromancer!
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Post by shadowbroker on Sept 6, 2016 10:39:27 GMT 10
blood relics or tainted/corrupted weapons? lets say you have a weapon you like the more you use it. It starts to become tainted untill it becomes utterly corrupted adding bonuses or unlocking a special skill for that weapon?
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Post by Damian on Sept 12, 2016 20:02:11 GMT 10
blood relics or tainted/corrupted weapons? lets say you have a weapon you like the more you use it. It starts to become tainted untill it becomes utterly corrupted adding bonuses or unlocking a special skill for that weapon? Scott and I have debated this one too. We could enable you to update your weapon with a Skill Tree or your weapon could become more powerful with usage. This is similar to Skyrim skills and I love it because you as the player invest time in your weapon of choice and reap the rewards. I also don't have to code a Skill Tree screen  I'll bring this up at our next design meeting and I'll probably add another dev log to discuss this.
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