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Post by JeffCross on Nov 20, 2016 10:05:47 GMT -6
Hey peoples... just wondering about "unique" weapons. I know we have "official" weapons (swords, whips, guns, spears... etc) but knowing Iga-sama there should be unique weapons. I wanna see something like a mic and stand, a'la Kirby, but unlike Kirby I think Miriam should sing so good it can put spirits and demons to rest... or something like that By "official", you mean standard, right? By "unique", you must be talking about weapons that would be outside of the established categories/types. I remember suggesting a double-scythe quite a while back. (Like the one used by Death in Aria of Sorrow. I love this weapon idea.) DragonByDegrees also linked this video earlier in the thread: DOUBLE EDGED WAR-SCYTHES, YO!!! Yes Galamoth, that is exactly what I mean... Yes I remember you talking about a scythe... but I'm thinking that would be in the normal weapons... I think it could be in the spear & axe category. Unless you have a different way of swinging it. Regardless I think having an awesome scythe would be cool XD
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Post by Galamoth on Nov 27, 2016 9:53:48 GMT -6
Out of curiosity, has anyone posted ideas for a magical paint-brush weapon in this thread yet? No, this isn't necessarily a suggestion to give Miriam a weapon that enables her to fight like Brauner, with his " Blood Art Techniques" ( "A painting of the soul!"). This weapon could have somewhat similar powers to what Sai (Naruto) could do, and "Adeleine" from Nintendo's Kirby series. Or... instead of a physical weapon, it could alternatively be a Spell gained from absorbing the Shard of a certain demonic enemy. I'm thinking more along the lines of the "Garyou Tensei" concept, originating from a Chinese legend surrounding Zhang Sengyou (a painter who lived during the Liang Dynasty in the 6th Century). Miriam would paint the image of a powerful creature on an invisible "canvas", and upon dotting it's eyes, the "creature" would magically come to life and attack her foes! (Once the attack is done, they would "soar to the heavens")
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Post by dragonkd on Nov 27, 2016 19:22:36 GMT -6
this would work nicely as a charged spell. im thinking an animation that looks like DBZ trunk's burning attack, and then the painted creature bursts forth.
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Post by Galamoth on Dec 20, 2016 12:59:27 GMT -6
Dublin "+VLFBERH+T" Viking Sword
Dandao Longsword
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Post by Hoopla on Dec 22, 2016 7:39:13 GMT -6
How about the following weapon: The Great Truncheon of Held a.k.a "The Steel Commander". Which looks like someone cut off the arm of a metal statue and mounted it on a stick!
It came from sci-fi author, Norman Spinrad's "The Iron Dream". In that novel, it's an alternate history where a certain very infamous individual immigrated to the USA and became a successful pulp fiction writer. In his story, the mighty ....er..."hero" Feric Jaggar wields a magical truncheon that is as "light as a feather to its rightful user, but strikes with the mass of a mountain." The truncheon is described in phallic terms and Feric makes his underlings "kiss the fist".
"Kiss the fist" could be a special move for the game, if The Great Truncheon of Held is incorporated. Miriam can raise the truncheon up over her head and generate a flashy aura. Any humanoid, man-sized or smaller creature that's caught in the aura will kneel while Miriam rams the truncheon into its face for heavy damage and send the poor bugger flying.
Also in other books, before he got famous with Goosebumps, author R.L Stine did a fantasy gamebook series "Wizards, Warriors and You". The Warrior had access to many interesting weapons, some magical and some mundane (and some with really bad disadvantages). Of note were the Triple Crossbow, which was a crossbow that shot 3 bolts in different directions. The Cutlass of Cornwall which could fly and fight on its own, but sometimes would attack its owner, The Diamond Mace which was a mace with a diamond-shaped head that the Warrior can throw as well as bash people with, and the main weapon of the Warrior was the Sword of the Golden Lion. That magical sword was made by the same creator of the Excalibur and was razor-sharp and almost indestructible.
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Post by estebant on Jan 11, 2017 23:34:25 GMT -6
I don't know if something like this has been mentioned before.
I want to see a few shoe weapons that actually make jump kicking deal realistic enough damage to be useful.
Order of Ecclesia had the combo boots but they weren't really good enough to replace any of the standard weapons in game.
If that kind of "dive kick" shoe weapon could become its own weapon type it could potentially add elemental damage to jump kicks. Just imagine Miriam defeating enemies by using flaming dive kicks!
I like this idea because I love taking risks for potential reward in videogames. Some enemies would be super easy with these boots, but some (medusas,crows) would be a pain. Plus anything that drastically changes the way you normally play is great in my book.
Another reason I want this is because most other weapons in the game work in such a similar way (attack forward) in order for shards to stay useful. But this style of weapon would change the standard way of attack without changing the shard mechanics. If anything they would make spells and magic more valuable.
Maybe they can keep the damage multiplier of the Combo Boots for each kick to incentivize repeatedly kicking but putting yourself in great risk of retaliation from the enemy.
Please let me know what you guys think.
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Post by Enkeria on Jan 12, 2017 7:02:52 GMT -6
If that kind of "dive kick" shoe weapon could become its own weapon type it could potentially add elemental damage to jump kicks. Shard passive? Crafting with brimstone, Lee Spirit and Kung fu shoes?
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Galamoth
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Post by Galamoth on Jan 12, 2017 8:05:11 GMT -6
I don't know if something like this has been mentioned before. I want to see a few shoe weapons that actually make jump kicking deal realistic enough damage to be useful. Order of Ecclesia had the combo boots but they weren't really good enough to replace any of the standard weapons in game. If that kind of "dive kick" shoe weapon could become its own weapon type it could potentially add elemental damage to jump kicks. Just imagine Miriam defeating enemies by using flaming dive kicks! I like this idea because I love taking risks for potential reward in videogames. Some enemies would be super easy with these boots, but some (medusas,crows) would be a pain. Plus anything that drastically changes the way you normally play is great in my book. Another reason I want this is because most other weapons in the game work in such a similar way (attack forward) in order for shards to stay useful. But this style of weapon would change the standard way of attack without changing the shard mechanics. If anything they would make spells and magic more valuable. Maybe they can keep the damage multiplier of the Combo Boots for each kick to incentivize repeatedly kicking but putting yourself in great risk of retaliation from the enemy. Please let me know what you guys think. You mean something like this? I'm happy that the demo basically confirmed that there are indeed shoe/boot weapons in Bloodstained, and kicking is going to be Miriam's default attack option without weapons.
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purifyweirdshard
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Post by purifyweirdshard on Jan 12, 2017 8:52:50 GMT -6
Since our weapons will most likely have some kind of special attack, I can't imagine boots won't...and not amplifying the effects of the classic divekick would really be missing out on doing something really neat.
To offset the shorter range of kicks rather than simple things like attack damage/speed, I think they could augment the standard divekick move after Miriam gets double jump...maybe roughly a third of them allow something new there while the rest have other special moves/properties or a combination of things they allow (i.e. something that does kind of a "lightning legs" move doesn't also have a special dive).
Elemental-wise for different properties and damage types on divekicks is a good idea, too. Such as perhaps: Fire: Bounces off, causes a "burn" effect that lasts x amount of time doing x DPS depending on buffs/enhancements (more useful for real damage output on bosses) Ice: Bounces off, larger single hit attack, slows or stops enemies with freezing property depending on size/monster strength (more useful on regular enemies) Lightning: Does not bounce off, piercing move that has invincibility on descent and does hits xN depending on how long it travels through an enemy (useful for very large bosses or stage traversal/speedrunning).
Yes, I made lightning purple. I like purple/blue-ish lightning >_>
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Post by Galamoth on Jan 12, 2017 9:21:39 GMT -6
Since our weapons will most likely have some kind of special attack, I can't imagine boots won't...and not amplifying the effects of the classic divekick would really be missing out on doing something really neat.
To offset the shorter range of kicks rather than simple things like attack damage/speed, I think they could augment the standard divekick move after Miriam gets double jump...maybe roughly a third of them allow something new there while the rest have other special moves/properties or a combination of things they allow (i.e. something that does kind of a "lightning legs" move doesn't also have a special dive).
Elemental-wise for different properties and damage types on divekicks is a good idea, too. Such as perhaps: Fire: Bounces off, causes a "burn" effect that lasts x amount of time doing x DPS depending on buffs/enhancements (more useful for real damage output on bosses) Ice: Bounces off, larger single hit attack, slows or stops enemies with freezing property depending on size/monster strength (more useful on regular enemies) Lightning: Does not bounce off, piercing move that has invincibility on descent and does hits xN depending on how long it travels through an enemy (useful for very large bosses or stage traversal/speedrunning).
Yes, I made lightning purple. I like purple/blue-ish lightning >_> Purple/blue lightning is more realistic, anyway. Last I recall, "yellow" lightning exists only in fiction. I'd also add onto your "Lightning" suggestion the fact that Lightning spells [and weapons], especially "Gungnir" in Dawn of Sorrow and the Glyphs in OoE, usually hit twice in Igavania games. I should've added that detail to another certain thread I created in the past... "Lightning [usually] strikes twice". Any of Miriam's kicking special moves that involve the Lightning attribute should always hit an enemy twice per each individual attack. (Perhaps unless they're resistant to lightning damage)
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Post by purifyweirdshard on Jan 12, 2017 9:30:16 GMT -6
I think I was remembering Yoko's Holy Lightning in HoD when I typed that, kind of a cross between that and Zero's lightning dive in Marvel 3. The Yoko move does a lot of hits as it moves through an enemy...
That's an interesting tidbit about the double hits, though. I'd be down for lightning weapons doing that as a standard. Let me also make clear since I don't know if my last post was or not, I'm thinking weapon attack variety should be hopefully like SotN where some just have a standard attack (which may in itself be unique, a la Crissaegrim), one special or two+ specials depending. The only things with more than two I can think of though are like the Shield Rod and Sword of Dawn.
I'm looking forward to what we may be able to do with guns, too...OOOOH I just got another idea lol. Maybe I should make a "special move ideas" thread, or is that not derivative enough from the general "let's have them in this game" one I already made? hmm
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Post by estebant on Jan 12, 2017 10:07:15 GMT -6
I don't know if something like this has been mentioned before. I want to see a few shoe weapons that actually make jump kicking deal realistic enough damage to be useful. Order of Ecclesia had the combo boots but they weren't really good enough to replace any of the standard weapons in game. If that kind of "dive kick" shoe weapon could become its own weapon type it could potentially add elemental damage to jump kicks. Just imagine Miriam defeating enemies by using flaming dive kicks! I like this idea because I love taking risks for potential reward in videogames. Some enemies would be super easy with these boots, but some (medusas,crows) would be a pain. Plus anything that drastically changes the way you normally play is great in my book. Another reason I want this is because most other weapons in the game work in such a similar way (attack forward) in order for shards to stay useful. But this style of weapon would change the standard way of attack without changing the shard mechanics. If anything they would make spells and magic more valuable. Maybe they can keep the damage multiplier of the Combo Boots for each kick to incentivize repeatedly kicking but putting yourself in great risk of retaliation from the enemy. Please let me know what you guys think. You mean something like this? I'm happy that the demo basically confirmed that there are indeed shoe/boot weapons in Bloodstained, and kicking is going to be Miriam's default attack option without weapons. Pretty much! Except I want the dive kicking to be the main attack mode of the shoes. Keep the standard shoes in the game but add a sub section of boots that specialize in jump kicking. I liked the Kung Fu Shoes, but all they are is "fist weapons" with a different animation. Im sorry I didn't notice that suggestion had alraedy been made. I know Mana said in one of the podcasts that they do in fact read our suggestions, but is there a way to make it easier for them than to sort through 15 pages? Its so time consuming. Maybe we can compile all the suggestions that have been made somewhere? Maybe the first post?
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Post by Galamoth on Jan 12, 2017 10:19:44 GMT -6
You mean something like this? I'm happy that the demo basically confirmed that there are indeed shoe/boot weapons in Bloodstained, and kicking is going to be Miriam's default attack option without weapons. Pretty much! Except I want the dive kicking to be the main attack mode of the shoes. Keep the standard shoes in the game but add a sub section of boots that specialize in jump kicking. I liked the Kung Fu Shoes, but all they are is "fist weapons" with a different animation. Im sorry I didn't notice that suggestion had alraedy been made. I know Mana said in one of the podcasts that they do in fact read our suggestions, but is there a way to make it easier for them than to sort through 15 pages? Its so time consuming. Maybe we can compile all the suggestions that have been made somewhere? Maybe the first post? That's what the Design Review Requests thread is for, I imagine. Some threads have already been submitted for design review, including this thread. (EDIT): lol, I've been ninja'd.
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Post by estebant on Jan 12, 2017 10:19:51 GMT -6
Since our weapons will most likely have some kind of special attack, I can't imagine boots won't...and not amplifying the effects of the classic divekick would really be missing out on doing something really neat.
To offset the shorter range of kicks rather than simple things like attack damage/speed, I think they could augment the standard divekick move after Miriam gets double jump...maybe roughly a third of them allow something new there while the rest have other special moves/properties or a combination of things they allow (i.e. something that does kind of a "lightning legs" move doesn't also have a special dive).
Elemental-wise for different properties and damage types on divekicks is a good idea, too. Such as perhaps: Fire: Bounces off, causes a "burn" effect that lasts x amount of time doing x DPS depending on buffs/enhancements (more useful for real damage output on bosses) Ice: Bounces off, larger single hit attack, slows or stops enemies with freezing property depending on size/monster strength (more useful on regular enemies) Lightning: Does not bounce off, piercing move that has invincibility on descent and does hits xN depending on how long it travels through an enemy (useful for very large bosses or stage traversal/speedrunning).
Yes, I made lightning purple. I like purple/blue-ish lightning >_> I love these! The Ice one would be so useful for quick enemies. Its going to be such a shame if something of the sort isn't in the game.
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Post by estebant on Jan 12, 2017 10:25:58 GMT -6
Pretty much! Except I want the dive kicking to be the main attack mode of the shoes. Keep the standard shoes in the game but add a sub section of boots that specialize in jump kicking. I liked the Kung Fu Shoes, but all they are is "fist weapons" with a different animation. Im sorry I didn't notice that suggestion had alraedy been made. I know Mana said in one of the podcasts that they do in fact read our suggestions, but is there a way to make it easier for them than to sort through 15 pages? Its so time consuming. Maybe we can compile all the suggestions that have been made somewhere? Maybe the first post? That's what the Design Review Requests thread is for, I imagine. Some threads have already been submitted for design review, including this thread. Damn you shutting my ideas down! *equips Beryl Circlet* JK. Ok. I must have missed that too. Thanks!
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Galamoth
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Post by Galamoth on Jan 12, 2017 10:28:48 GMT -6
estebant Well, I suppose there's no harm in requesting that they check this thread again. What do you think, XombieMike ?
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Post by XombieMike on Jan 12, 2017 10:36:35 GMT -6
Sure. The sticky thread should cover the process. Let me know if something needs clarification or revision. Edit: Also, please note that I have posted in this thread where we had submitted it the first time. If you would like to only compile the suggestions from that point on it will save you a bunch of time. No need to redo work that was already done. I will be ammendding the first submission with any follow ups.
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Post by Galamoth on Jan 12, 2017 11:40:04 GMT -6
Sure. The sticky thread should cover the process. Let me know if something needs clarification or revision. Edit: Also, please note that I have posted in this thread where we had submitted it the first time. If you would like to only compile the suggestions from that point on it will save you a bunch of time. No need to redo work that was already done. I will be amending the first submission with any follow ups. Alright, let's see if I can't get this done by tomorrow night. (Due to a combination of work and distraction by the AGDQ speed-runs)
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Silver in the Dark
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Post by Enkeria on Jan 12, 2017 15:53:01 GMT -6
Since our weapons will most likely have some kind of special attack, I can't imagine boots won't...and not amplifying the effects of the classic divekick would really be missing out on doing something really neat.
To offset the shorter range of kicks rather than simple things like attack damage/speed, I think they could augment the standard divekick move after Miriam gets double jump...maybe roughly a third of them allow something new there while the rest have other special moves/properties or a combination of things they allow (i.e. something that does kind of a "lightning legs" move doesn't also have a special dive).
Elemental-wise for different properties and damage types on divekicks is a good idea, too. Such as perhaps: Fire: Bounces off, causes a "burn" effect that lasts x amount of time doing x DPS depending on buffs/enhancements (more useful for real damage output on bosses) Ice: Bounces off, larger single hit attack, slows or stops enemies with freezing property depending on size/monster strength (more useful on regular enemies) Lightning: Does not bounce off, piercing move that has invincibility on descent and does hits xN depending on how long it travels through an enemy (useful for very large bosses or stage traversal/speedrunning).
Yes, I made lightning purple. I like purple/blue-ish lightning >_> Shoes
While having a few normal shoes that just add a bit more attack to them, there could be shoes that change the way we play too, making even some shoes having abilities that makes us go faster, knockback enemies or even reach areas that are hard to reach in the first place.
Brimstone: Burn damage over time on hit enemy Attack: Stomp damage Bounce: Yes Need to hit enemy to activate: Yes Immun: Fire and Earth enemies Fjordclimbers: Ice damage with effect of frozen for a short time Attack: Stomp damage Bounce: Yes Need to hit enemy to activate: Yes Immun: Frost, Ice, Wind enemies Zeusamus: Shield around miriam while attacking. Chained electricity if enemies stay close to each other when hit Attack: Stomp damage Bounce: No Need to hit enemy to activate: Yes Immun: Electric / Lightning enemies. Stained Glass: Glass-shards explosion, hits close by enemies in a radius Attack: Stomp damage Bounce: Yes Need to hit enemy to activate: No Immun: Rock enemies Leaf: Kick becomes a sharp object. Hit roots enemies, makes them slow Attack: Piercing damage Bounce: No Need to hit enemy to activate: Yes Immun: Flower and insect enemies Vlad: Chance of bloodsplatter effect from enemy, with heal-absorb Attack: Piercing damage Bounce: No Need to hit enemy to activate: Yes Immun: Skeleton, Zombies, flower and insect enemies Spike: Kicks straight down, heavy. Either crush enemy, or make them knocked back Attack: Piercing damage Bounce: No Need to hit enemy to activate: No Immun: Dark Magic, Illusions, Ghosts and Teleportation enemies Illu-Zion: Kicks straight forward, not down and it goes pretty far Attack: Piercing damage Bounce: No Need to hit enemy to activate: No Immun: - Johannes Custom: Chance of blinding the enemy in radius Attack: Stomp damage Bounce: Yes Need to hit enemy to activate: Yes Immun: Enemies with no eyes (skeletons, ghosts). Saint: Covers the walked ground with a bit of holywater as well as on stomped enemy heads. Damage over time Attack: Stomp damage Bounce: Yes Need to hit enemy to activate: No Immun: Holy enemies Clawdust: Makes enemies flee in fear, poision damage over time Attack: Stomp damage Bounce: Yes Need to hit enemy to activate: Yes Immun: Posion, Flower and Insect enemies Steampunk Rocket: Walks and jump normal, but kicks are super strong with crushing blows. Knockback enemies Attack: Normal Bounce: No Need to hit enemy to activate: No Immun: - Steampunk Rollerblades: Makes you walk faster, glide further but you kick normally with a bit more power Attack: Normal Bounce: No Need to hit enemy to activate: No Immun: -
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Post by estebant on Feb 22, 2017 16:25:29 GMT -6
I would love a throwable sword that woks like the boomerang in Bloodlines. It returns to you but in an arc above you. It's damage could be quite a bit higher than other swords but the "catch" is that you have to catch it on its way back or the punishment is you having to go back to the menu to equip it. I just found out this was done in Vampire Killer for the MSX2. If you did't catch the "Battle Star" on its way back you would lose it. That makes my idea even better, since it would be a reference to what is technically the second Castlevania game!
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