Wednesday, November 21, 2018

Just for fun: a couple charm concepts

Just had these ideas floating around in my head, so I felt like I'd write them down even though there's 0% chance they'll be added to the game. Hopefully you guys find the ideas interesting!

Greatnail: (2 charm points)

(+) Increased nail range (~ halfway between longnail and mark of pride)

(+) Hits in a wider, overhead arc

(+) More damage, knockback, and soul generation

(+) Nail arts get a second charge stage

(-) Attacks much slower

(-) Delay before attacking

(-) Can still dash cancel, but attacking from dash cannot be cancelled

(~) Does not affect the damage dealt by Sharp Shadow or Nail Arts

(~) Same overall DPS unless you dash cancel well. Soul generation is reduced slightly, though.

(~) Longnail, Mark of Pride, and X-Strength have greatly reduced returns.

(~) A bit tricky to pogo with due to timing.

(~) Hidden synergy with Heavy Blow: Damage is increased. Hitting an enemy that's immune to knockback pushes you away. Heavy Blow has diminished returns for knockback, but its not inconsequential.

(~) Hidden synergy with Grubberfly's Elegy: Projectile travels much slower with greatly reduced range, but is larger, persists longer, and pierces through enemies.

Slivernail (3 Charm Points)

(+) Attacks are performed three times in quick succession

(+) Pogo strikes halt vertical momentum until after you perform all three strikes.

(-) Each attack has reduced damage and soul generation

(-) Longer delay between individual strikes

(-) First and third strike have reduced range

(~) Overall, increased DPS and spirit generation if you can land all three attacks.

(~) Quick Strike makes all three attacks come out nigh-simultaneously, making it easier. Beyond that, the bonuses still have diminishing returns.

(~) When used with great nail, first and second attacks are horizontal, and the third is an overhead strike with increased range

(~) Hidden synergy with Sharp Shadow: No longer deals damage, but instead creates a horizontal "cut" after a delay that can hit three times, for the same total damage.

(~) Hidden synergy with Grubberfly's Elergy: First projectile travels slightly upwards, second projectile travels slightly downwards.

Mercenary's Sting (1 Charm Point)

(+) The tip of your nail deals increased damage (hitbox with reduced priority)

(-) The rest of your nail is a sourspot that deals reduced damage.

(~) Applies to nail arts as well.

(~) Synergy with Greatnail:

(~) Hidden synergy with Shape of Unn. You turn into a scorpion, and make a short ranged melee attack every time you heal. This attack deals damage equal to your sting damage.

Blockmaster (2 Charm Points)

(+) Nail attacks have a second, larger hitbox that persists for a few frames longer. This hitbox can only be used to block enemy attacks / projectiles.

(+) Successful blocks increase the strength of your next hit, if made within 1 second.

(~) Hidden synergy with Mercenary's Sting: nail arts charge much faster immediately after blocking.

Crystal Idol (1 Charm Point)

(+) Super dash charges a bit faster, and has reduced hang time when cancelling.

(+) If you ram a foe while super dashing, and the enemy doesn't die, you push the enemy away, and are knocked back without taking damage.

(+) Damage scales off of nail damage.

(~) While it does make you immune to collision damage, it does not make you immune to enemy weapon attacks.

(~) Hidden synergy with Dashmaster: You can press the dash button while super-dashing to reverse direction. Or you can redirect your super-dash upwards or downwards briefly. If you redirect yourself upwards, you keep travelling in the same direction as before once the sub-dash ends. If you have Shadow Cloak, become briefly invulnerable when you do this. You can only sub-dash once per super dash.

Grim Cape (4 Charm Points):

(+) Nail attacks do not generate soul. They slowly fill an empty mask instead. (Only effects nail attacks that would generate soul, so this has no effect against false knight / collector)

(+) Dreamnail does not provide soul, but fills an empty mask halfway.

(+) Soul Vessels refill health instead of soul.

(+) Spells do increased damage.

(+) Focusing soul sacrifices one full mask, and fills up your soul meter significantly. Outside of certain synergies, this is pretty much the only way to gain soul.

(-) Taking damage (except from sacrificing health through focus) removes all progress on filling an empty mask (like Hiveblood)

(-) No longer generate Soul normally.

(~) Charms that affect soul generation similarly affect mask refilling rate. (Soul Catcher, Greatnail, Slivernail)

(~) Soul meter is now red instead of white

(~) Hidden synergy with Joni's Blessing: Lifeblood hearts can be refilled at half rate. (similar to Hiveblood's interaction with it)

(~) Hidden synergy with Grimmchild: Attacks from the Grimmchild provide soul, and count as nail damage for healing. Also does this. When looking down, you bow, which has no effect but it's fun to do it in certain boss fights.

(~) Hidden synergy with Carefree Melody: Mask refill progress is no longer lost when taking damage.

(~) Hidden synergy with Shaman Stone: Spells fill up empty masks, albeit at a reduced rate compared to nail attacks, and its damage bonus has significantly diminished returns. (only one hit/cast is counted for healing; hitting multiple enemies does not provide more healing)

(~) Hidden synergy with Deep Focus: When sacrificing health, gain twice as much soul. Focusing still takes twice as long, though.

(~) Hidden synergy with Sharp Shadow: Leave a trail of flames when sharp dashing. Deals low, persistent damage which provides miniscule amounts of Soul and healing. Flame damage + soul generation + healing is all increased by 50% if you also have dashmaster.

(~) Hidden synergy with Shape of Unn: Become a bat and fly! While flying, you do not focus soul. You can only fly for a few seconds before it cancels.

(~) Hidden synergy with Spore Shroom: Instead of creating spores, Nightmare King Grimm-styled spikes emerge from the ground around you. Deals much greater damage, but each spike only hits once, and an enemy can't be hit by two spikes.

(~) Hidden synergy with Hiveblood: If you have a mask that's partially filled, Hiveblood will fill it over time at a reduced rate (24 seconds). When you take damage, you start with a mask that has ~5% fill.

(~) Definitely seems powerful, especially with all the synergies, but it should ultimately take a fair number of strikes to regain a mask with. Can be the keystone for both nail and spell builds. Nail builds mean you can keep your health topped up without needing to focus, if you don't get hit often. Spell builds mean you can go berserk, sacrificing health to spam high damage spells... or you can just pair it with Grimmchild / Sharp Shadow and not have to worry about sacrificing potential spell damage to heal yourself, especially if you also take Shaman Stone (which you would do more for the spell vamp than the bonus damage).



Submitted November 21, 2018 at 06:46PM by varkarrus https://ift.tt/2KmQBzd

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