New Weapon Types / Changes
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A few concepts that I think would be nice considering for PoE.
Please don't jump to conclusions. If something I suggest is broken, let me know - I do not want any OP stuff added to PoE. First off, to add more one-handed ranged weapons, most "Wand" nodes in the passive tree might become "One-handed Ranged" nodes, thus minimizing changes to the tree. Likewise, if stuff like Crossbows or other 2-handed Ranged weapons are added, most "Bow" nodes in the passive tree might become "Two-handed Ranged" nodes, thus minimizing changes to the tree. The only real passive tree changes would possibly be for Lances and Scythes. I'll also add a rating from 1 to 5 in terms of how I'd prioritize the addition of these weapons: 5 means top priority, 1 means lowest priority. And by priority, I mean in which order I'd add these weapons to the game, although I would prefer them all at once. Thrown a) Throwing Dagger - 4/5 in my Priority Examples: Shuriken, Kunai, Balanced Knife 1-handed, Ranged Can be Dual Wielded with other Throwing Knife Implicit Mod: Global Crit Chance Stat Requirements: Dex > Int Note: The Icon could be the pouch/satchel/bag that holds the blades, with a blade displayed on top of it. b) Throwing Axe - 4/5 in my Priority 1-handed, Ranged Can be Dual Wielded with other Throwing Axe Implicit Mod: None. Higher damage. Stat Requirements: Str > Dex Polearm Spears would have longer reach, but slow attack speed. There would be 3 Types of Polearms: a) Lance - 1/5 in my Priority Note: Wielded like the Jousting Spears in the medieval era (but much shorter) Think of it as a bulky rapier. 1-handed, Melee Attacks per Second: 0.9 to 1.2 Cannot be Dual Wielded Implicit Mods: - Reach ++ - Impale X% (hits targets in a line when successful, Piercing adds to this chance) Stat Requirements: Str > Int b) Spear - 4/5 in my Priority Examples: Pike, Partisan, Halberd 2-handed, Melee Attacks per Second: 0.8 to 1.1 Implicit Mods: - Reach +++ - Impale X% (hits targets in a line when successful, Piercing adds to this chance) Stat Requirements: Str > Dex c) Javelin - 3/5 in my Priority 1-handed, Melee Attacks per Second: 1 to 1.3 Cannot be Dual Wielded Implicit Mod: - Reach + - Heavy Chained Throw (Double damage when thrown, but must pull chain afterwards) (Can only be thrown when targetting enemy or area beyond X range) Stat Requirements: Dex > Str Scythe Scythes would either be Axes, Polearms, or their own new Type. They'd probably be Polearms, though, much in the way Rapiers are Swords, but with their own animations and a different implicit. Pros: - Long Reach (same as Lance - lower than spear but longer than javelin) - High Base Crit Chance Cons: - High Triple Stat Requirement (each stat requirement as high as 2handed mace STR requirement) - Slow Attack (taking crit into account, it should result in roughly same dps as 2h maces) a) Scythe - 5/5 in my Priority 2-handed, Melee Base Crit: 8% Attacks per Second: 0.7 to 0.9 Implicit Mods: - Reach ++ - Reaping +X% Stat Requirements: Str = Dex = Int Reaping would be a Splash mechanic. - Crits splash an additional X% damage to nearby targets (all single target damage that crits, even elemental). - Stacks with the Melee Splash Gem effect. - Only applies to single target attacks. Crossbow Pros: - High burst damage Cons - Reload - Ignore the effects of Iron Grip a) Heavy Crossbow - 3/5 in my Priority 2-handed, Ranged High Damage Requirement: Str = Dex Implicit Mods: - Ignore Iron Grip - Reload 1 - Stops attacking for 1 seconds to Reload after 1 shot (affected by attack speed bonuses) b) Repeating Crossbow - 3/5 in my Priority 2-handed, Ranged High Attack Speed Requirement: Dex > Str Implicit Mods: - Ignore Iron Grip - Reload X - Stops attacking for 1 seconds to Reload after X shots (affected by attack speed bonuses) Weapon Changes a) Bows New Implicit Mod: - Heavy Draw - 1% Increased Projectile Attack Damage per X Strength. b) Swords One-handed Swords are currently split into two subtypes - Swords (accuracy, str+dex) and Rapiers (crit multiplier, dex) I'd separate them into a couple more: Scimitar 1-handed Sword Requirement: Str > Dex Implicit Mod: - 1% Increased Attack Speed per X Strength Katana 1-handed Sword Requirement: Str > Dex, Int Implicit Mod: - 1% increased Physical Attack Damage per X Intelligence The same for 2-handed Swords: Falchion 2-handed Sword Requirement: Str > Dex Implicit Mod: - 1% Increased Attack Speed per X Strength Daikatana 2-handed Sword Requirement: Str > Dex, Int Implicit Mod: - 1% increased Physical Attack Damage per X Intelligence c) Maces Maces are currently separated into two types: Mace (increased stun duration) & Sceptre (elemental damage) I would add a new type: Flail / Scourge 1-handed Mace Can only be dual wielded with another Flail. high damage, slow attack Base Crit Chance: 6.5% Requirement: Str > Dex Implicit Mod: - X% increased Attack Speed for the next Skill or Attack when you Crit Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Mar 3, 2014, 12:04:05 PM
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bump for awesome weaponry
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Indeed
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro. |
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^^ we want these! I have said similar things before but never put the time to write down stats.
Twitch.tv/Nithryok
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i like these ideas.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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bump
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Also Forum Warrior - Nice necro. |
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Jousting Spear wouldn't really work. They're meant to be used on horseback only.
Javelins are also explicitly thrown weapons, so they'd need to be categorised as such. |
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I don't mean jousting spear exactly.
Something smaller. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jun 16, 2013, 11:38:36 PM
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Badabump.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro. |
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I like the ideas, as I too wished for throwing weapons, but I think it would be a lot of work for GGG to implement them. While they already have projectiles and passive nodes that boost them there are no skills that "work" for them, they are all bow-centric. It's not impossible, but its a lot of work to either make and test new skills, or get the others to work properly for a new weapon. I will keep my fingers crossed though.
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