CashMoneySloot Posted March 24, 2019 Share Posted March 24, 2019 (edited) Melee weapons for a long time have been have had their use limited to a small number of weapons (whips, polearms and heavy weapons) with most other weapons all blurring together because of their lack of range, having older weapons with weaker stats, or just being plain boring. A change that could make each weapon class more interesting would be a class feature, here are some that I thought of and if you any ideas please reply with them and I will add them to the list. Blade and Whip - Nothing changed, each weapons charged attack adds some flare to each oneClaws - Bleeding and SlashingDagger - Nothing changed, Covet Leathity's instant kill is more than enoughDual Daggers - Debuff enemy that stacks up, "that's not a knife!" enemies charge into melee with youDual Swords - Extra hitsFist - Aoe Hits; Gravity Fists (every successful punch pulls enemies in increasing with each kill)Glaive - Nothing Changed or Maybe marking enemies with bonus damage when shot with in X secondsGunblade - Nothing Changed, already unique weaponsHammer - Massive/Powerful slam with good rangeHeavy Blade - Heavy Attacks deal extra damageMachete - Double damage for each enemy hit within a single swingNikana - Worthy Oppentent (every 30s highlights Enemy (could be strongest) on kill gain buff based on enemy for long duration)Nunchaku - Increases range every X hitsPolearm - Nothing Changed, already generally powerful as a classRapier - Reduces resistancesScythe - Hook and pull targets hitSparring - After X hits damage increasesStaff - Impact procs or stunsSword - Extra damage on killSword and Shield - Damage resistance and ThreatTonfa - Spin attack +speedWarfans - Charm a enemy in line of sight that will take extra damage and attack foesWhip - Nothing Changed, already have the best spin attacks If you split axes and 2h swords Axes - executioner, fear enemies and boost damageH2 Swords - Each enemy hits charges up next charge attack I tried to keep it all somewhat in line with what other weapons can do without making one too much better than the others. Edited March 29, 2019 by -SR-Braydoss Added some idea new ideas 2 Link to comment Share on other sites More sharing options...
peterc3 Posted March 25, 2019 Share Posted March 25, 2019 Interesting but doesn't really address the issue you noticed in your opening bit. Range. Add AoE to Fist weapons, you still need to be next to enemies to hit them. You could double or triple the damage of every other weapon, but people would still use Polearms, Heavy Blades or Whips. Why choose one of these other weapons if the core issue isn't addressed, or is even addressable? If this much work goes into the idea and nobody takes advantage of it, that is wasted development resources. Link to comment Share on other sites More sharing options...
CashMoneySloot Posted March 26, 2019 Author Share Posted March 26, 2019 On 2019-03-25 at 10:44 AM, peterc3 said: Interesting but doesn't really address the issue you noticed in your opening bit. Range. Add AoE to Fist weapons, you still need to be next to enemies to hit them. You could double or triple the damage of every other weapon, but people would still use Polearms, Heavy Blades or Whips. Why choose one of these other weapons if the core issue isn't addressed, or is even addressable? If this much work goes into the idea and nobody takes advantage of it, that is wasted development resources. That's quite true and maybe could be mended with an mixture of extra mobility in stances and having a bit more a simplistic combo scheme to allow people to move from melee weapon to weapon with out having to remember the other combos. This was just thing to maybe get some people thinking and coming up with ideas. Link to comment Share on other sites More sharing options...
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