JeffCross
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Post by JeffCross on Jun 25, 2015 6:45:57 GMT -6
Since this is not going to be a "Castlevania" game will Bloodstained need sub-weapons or hearts?
I felt that most of the Igavania games kinda forced subweapons into the game, just because they were in the original games.
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 25, 2015 7:45:56 GMT -6
Iga said already there won't be subweapons. There'll probably be magic abilities, weapons, or even one-use weapon items that fill the same role of non-standard attack methods, but it won't literally be subweapons.
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JeffCross
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Post by JeffCross on Jun 25, 2015 8:22:18 GMT -6
Yeah I know there won't be sub-weapons in name but i mean in essences, like something taking their place... will we need stuff like that? the only one I might want is the axe... to reach higher enemies.
if something like kunais or throwing cards takes the place of throwing daggers, even if they are in spell from or disposable weapons. The bottom line is, no matter what form they take, do we need them in the game?
(Actually the throwing cards sound cool)
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Galamoth
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Post by Galamoth on Jun 25, 2015 10:45:06 GMT -6
I'm sure the "sub-weapons" of the game will consume MP, regardless of whether they look more like actual thrown weapons or Spells.
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JeffCross
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Post by JeffCross on Jun 25, 2015 13:15:00 GMT -6
The point I was trying to make was, for the most part, sub-weapons were useless, and do we really need them in the game? and if we do need them... Which ones would we really need?
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Galamoth
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Post by Galamoth on Jun 25, 2015 13:24:46 GMT -6
The point I was trying to make was, for the most part, sub-weapons were useless, and do we really need them in the game? and if we do need them... Which ones would we really need? The only thing I can really say to this in a "matter-of-fact" way, is that Sub-Weapons in "Igavania" games were for the most part optional. Most of them could give an edge since they are ranged weapons. (Personally, the only Sub-Weapons I found useful in SotN were the Diamond/Ricochet and Agunea) To answer the question more directly...No, I don't think we'll be needing Sub-Weapons in Bloodstained anyway. I imagine that we'll be needing Spells, though.
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JeffCross
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Post by JeffCross on Jun 25, 2015 13:40:37 GMT -6
Cool Galamoth, thanks for your answer XD now what do you think would take the place of the Diamond/Ricochet (the Agunea is easy, it could just be a lighting spell) As I wrote earlier I personally liked the Axe for it's arc, to get those pesky flying enemies. I would like to see something like an arching steam punk blade that spins faster at it's peek then lands races on the ground or on the ceiling (though that last bit might be too much lol)
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Post by CastleDan on Jun 25, 2015 13:46:32 GMT -6
I'm happy there aren't subweapons. Let them focus on more important features, like transformations or a deeper magic system......( or visual changes with equipment)...
Subweapons were always cool but there's other features that could be more in-depth with it gone imo.
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Post by Galamoth on Jun 25, 2015 13:51:39 GMT -6
Cool Galamoth, thanks for your answer XD now what do you think would take the place of the Diamond/Ricochet (the Agunea is easy, it could just be a lighting spell) As I wrote earlier I personally liked the Axe for it's arc, to get those pesky flying enemies. I would like to see something like an arching steam punk blade that spins faster at it's peek then lands races on the ground or on the ceiling (though that last bit might be too much lol) I did like the Globus Glyph from Order of Ecclesia as a "Diamond" substitute. Maybe something like that could be a new ricocheting Spell in Bloodstained, which will constantly bounce off surfaces and be just about as effective as an "Axe" counterpart in the game.
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Cale
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Post by Cale on Jun 25, 2015 14:01:01 GMT -6
I found sub-weapons to be very useful. Usually there were enemies with unique traits, or at least traits you weren't able to deal with easily at the beginning of the games.
Some monsters were flying and you didn't have double jump, the axe was perfect to help you out. Some monsters were high Def, but weak to holy, but you didn't have holy damage until much later, so those monsters died fairly quickly to holy water. Some enemies were fast and had powerful knock backs, in which case you needed the dagger to kill them safely. The stopwatch was universally useful, from stopping enemies, to unlocking secrets, it's major drawback was the high cost.
They were never meant to be your main choice of attack, but rather a utility depending on the situation. With the removal of sub-weapons I am wondering if enemies will be more tame. Will they all walk up to you in a straight line to be slaughtered? Will secret rooms only need you to attack walls?
I hope we will have something in place of sub-weapons rather than just the removal.
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JeffCross
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Post by JeffCross on Jun 25, 2015 14:07:19 GMT -6
I'm happy there aren't subweapons. Let them focus on more important features, like transformations or a deeper magic system......( or visual changes with equipment)... Subweapons were always cool but there's other features that could be more in-depth with it gone imo. yeah I found most of them useless too, save the axe. Oh and imo I prefer costume changes rather than equipment changes...
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Galamoth
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Post by Galamoth on Jun 25, 2015 14:09:01 GMT -6
I found sub-weapons to be very useful. Usually there were enemies with unique traits, or at least traits you weren't able to deal with easily at the beginning of the games. Some monsters were flying and you didn't have double jump, the axe was perfect to help you out. Some monsters were high Def, but weak to holy, but you didn't have holy damage until much later, so those monsters died fairly quickly to holy water. Some enemies were fast and had powerful knock backs, in which case you needed the dagger to kill them safely. The stopwatch was universally useful, from stopping enemies, to unlocking secrets, it's major drawback was the high cost. They were never meant to be your main choice of attack, but rather a utility depending on the situation. With the removal of sub-weapons I am wondering if enemies will be more tame. Will they all walk up to you in a straight line to be slaughtered? Will secret rooms only need you to attack walls? I hope we will have something in place of sub-weapons rather than just the removal. Glad to see a different perspective on this.
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Arcueid Brunestud
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Post by Arcueid Brunestud on Jun 25, 2015 14:20:48 GMT -6
I'm wondering if HYDRO STORM! will make it into Bloodstained in some shape or form.
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JeffCross
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Post by JeffCross on Jun 25, 2015 14:22:57 GMT -6
I found sub-weapons to be very useful. Usually there were enemies with unique traits, or at least traits you weren't able to deal with easily at the beginning of the games. Some monsters were flying and you didn't have double jump, the axe was perfect to help you out. Some monsters were high Def, but weak to holy, but you didn't have holy damage until much later, so those monsters died fairly quickly to holy water. Some enemies were fast and had powerful knock backs, in which case you needed the dagger to kill them safely. The stopwatch was universally useful, from stopping enemies, to unlocking secrets, it's major drawback was the high cost. They were never meant to be your main choice of attack, but rather a utility depending on the situation. With the removal of sub-weapons I am wondering if enemies will be more tame. Will they all walk up to you in a straight line to be slaughtered? Will secret rooms only need you to attack walls? I hope we will have something in place of sub-weapons rather than just the removal. these are the kind of answers i'm looking for. Thanks for that Cale XD oh and here's another question what would you replace the sub-weapons with? I got mine here (just for fun): Axe - Kinetic blade (like a saw blade that gets faster and faster) Dagger - throwing cards (I would like it to be deeper. like each deck has a different elemental base. the player would have to find different decks to use different elements)
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Post by Galamoth on Jun 25, 2015 14:24:08 GMT -6
I'm wondering if HYDRO STORM! will make it into Bloodstained in some shape or form. I also wonder if there's going to be a screen covering super-move akin to an Item Crash.
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JeffCross
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Post by JeffCross on Jun 25, 2015 14:37:36 GMT -6
I'm wondering if HYDRO STORM! will make it into Bloodstained in some shape or form. I also wonder if there's going to be a screen covering super-move akin to an Item Crash. HYDRO STORM! That would most likely be a powerful spells... but it wouldn't it be cool if there were secret spells. Like you have to have on a set of armor and weapons, or just equip a seemingly useless item to do a summon or a power full spell.. the item could even be crushed or destroyed after use
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Post by Arcueid Brunestud on Jun 25, 2015 14:45:24 GMT -6
There definitely shouldn't be a Shield Rod+Alucard Shield combination, that's for sure. Galamoth goes down in less than 10 seconds with that combo. And he's an optional boss.
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Galamoth
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Post by Galamoth on Jun 25, 2015 14:48:15 GMT -6
There definitely shouldn't be a Shield Rod+Alucard Shield combination, that's for sure. Galamoth goes down in less than 10 seconds with that combo. And he's an optional boss. Moi? I go down that fast with this combo? Damn you, Alucard! 1gif
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JeffCross
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Post by JeffCross on Jun 25, 2015 14:58:44 GMT -6
There definitely shouldn't be a Shield Rod+Alucard Shield combination, that's for sure. Galamoth goes down in less than 10 seconds with that combo. And he's an optional boss. yeah he was a bitch to beat without special weapons lol and low lvs
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Cale
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Post by Cale on Jun 25, 2015 15:10:39 GMT -6
I found sub-weapons to be very useful. Usually there were enemies with unique traits, or at least traits you weren't able to deal with easily at the beginning of the games. Some monsters were flying and you didn't have double jump, the axe was perfect to help you out. Some monsters were high Def, but weak to holy, but you didn't have holy damage until much later, so those monsters died fairly quickly to holy water. Some enemies were fast and had powerful knock backs, in which case you needed the dagger to kill them safely. The stopwatch was universally useful, from stopping enemies, to unlocking secrets, it's major drawback was the high cost. They were never meant to be your main choice of attack, but rather a utility depending on the situation. With the removal of sub-weapons I am wondering if enemies will be more tame. Will they all walk up to you in a straight line to be slaughtered? Will secret rooms only need you to attack walls? I hope we will have something in place of sub-weapons rather than just the removal. these are the kind of answers i'm looking for. Thanks for that Cale XD oh and here's another question what would you replace the sub-weapons with? I got mine here (just for fun): Axe - Kinetic blade (like a saw blade that gets faster and faster) Dagger - throwing cards (I would like it to be deeper. like each deck has a different elemental base. the player would have to find different decks to use different elements) Well we have an alchemist as the Heroine, so different potions would be my go to. You could have effects like pools of acid, explosions, smoke, sublimation, induration, liquefaction. Toss a vial into the air, it explodes into a rain of acid (arcs like the axe, then falls vertically). Throw a vial at the ground and you could have an fiery explosion, or a quick freezing effect (replace holy water, or single target stopwatch). Throw a fast solidifying liquid that turns into a blade mid air, like quicksilver (dagger). A smoke bomb could be used as a poison; damage over time, or status debuff. Flash-bangs could be used as a slow or a stun. If anyone has seen thermite in action you know that is some powerful "magic", it could easily replace the cross.
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