New Weapon Types / Changes

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
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Last edited by Nurvus#6072 on Mar 3, 2014, 12:04:05 PM
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bump for awesome weaponry
Indeed
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^^ we want these! I have said similar things before but never put the time to write down stats.
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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 :)
bump
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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.
I don't mean jousting spear exactly.
Something smaller.
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Last edited by Nurvus#6072 on Jun 16, 2013, 11:38:36 PM
Badabump.
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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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