Gamer warning: These ideas are just my opinions
I have been playing a lot of PPE/UPE and generally noticed some really annoying aspects of items. These are some changes I think will greatly benefit the use of some items. Nothing has been officially tested in the game but I think it looks all good on paper.
Starting this with a heater and the most complained about item!
Ray Katana
Stats:
- Tier: UT
- Shots: 1
- Damage: 111
- Projectile Speed: 18 tiles/second
- Range: 6.12 tiles
- Effect(s): Shots hit multiple targets
- XP Bonus: 8%
- Soulbound:
- Feed Power: 700
Drops From:
- Golden Effigy
What changed? Nothing because this item is decent, just not event white material.
The drop location is the only thing that should change. Personally I think it should be a white bag for TCave with the same or better drop rate as a Plane or EP.
DECA should just completely redo the white from Rock Dragon with how they want, just make the item actually worth it.
Realm event boss drops are abilities (minus CDirk), so Rock Dragon should drop a UT waki that has the old sheath ability. Teleporting is OP and having another class being able to do that would be awesome. A white worth getting from such a deadly enemy.
My idea I previously had that I think would be perfect with some tweaking: UT Wakizashi
Candy-Coated Armor
Stats:
- Tier: UT
- On Equip: +30 DEF
- Reactive Proc: When In Combat: -10 DEX
- XP Bonus: 6%
- Soulbound:
- Feed Power: 1,000
The hardcap -10 DEX just makes the armor really lackluster to use even with the high DEF boost. Idea similar to Resu armor effect, essentially keeping it the same but rewarding you for successful dodging.
Ring of Sphinx
Stats:
- Tier: UT
- On Equip: +6 WIS, +6 VIT, +100 MP
- XP Bonus: 6%
- Soulbound:
- Feed Power: 800
Still not an amazing ring but giving it a better niche than before. Now has some use with WIS-mod classes and VIT to bring down some IC time. 3 Tomb rings now give all general stats (pyra att/def, nile spd/dex, and sphinx vit/wis).
Kageboshi
Stats:
- Tier: UT
- On Equip: +2 DEF, +5 VIT
- While Key Held: MP Cost: 10 MP/sec
Speedy on self - When Key Released: MP Cost: 85
Shots: 3 (arc gap: 9.5°)
Damage: 276-338 (average: 307 / total: 921)
Projectile Speed: 14 tiles/second
Range: 8.4 tiles (true range: 2.99)
Shots hit multiple targets
Shots pass through obstacles - XP Bonus: 8%
- Soulbound:
- Feed Power: 800
Basically a shield (minus the stun) for the ninja, wait what!? Nerfing the damage per shot but rewarding good damage if all shots land. Youtuber bickuribox13 and several others have suggested similar ideas but I think this is the best and most balanced without changing too much.
Demon Blade
Stats:
- Tier: UT
- Shots: 2 (arc gap: 30°)
- Damage: 150â175 (average: 162.5 / total: 325)
- Projectile Speed: 13 tiles/second
- Lifetime: 0.26 seconds
- Amplitude: 0.1 tile(s)
- Range: 3.38 tiles (true range: 1.87 tiles)
- XP Bonus: 6%
- Soulbound:
- Feed Power: 700
Sort of like a Corruption Cutter and Pixie. Giving it a somewhat more usable range that will give you more hits in. Smaller arc gap as well.
Coral Bow
Stats:
- Tier: UT
- Shots: 2 (arc gap: 30°)
- Damage: 60â80 (average: 70 / total: 140)
- Projectile Speed: 18.5 tiles/second
- Rate of Fire: 125%
- Lifetime: 0.42 seconds
- Range: 7.77 tiles (true range: 5.08 tiles)
- Reactive Proc: On Shoot: Release a paralyze burst
Radius: 4.77 tiles
Duration: 1.0 seconds
Cooldown: 3.0 seconds - XP Bonus: 6%
- Soulbound:
- Feed Power: 750
Giving it the new Doku buff ability with a twist. Synergizing with the coral venom trap and allowing you to escape if being rushed. Radius is difficult to balance but I believe right under 5 tiles is justifiably balanced.
Staff of Esben
Stats:
- Tier: UT
- Shots: 2
- Damage: 70â95 (average: 82.5)
- Projectile Speed: 16 tiles/second
- Lifetime: 0.45 seconds
- Range: 7.2 tiles
- Amplitude: 1.35 tile(s)
- Frequency: 0.50 cycles/shot
- Effect(s): Shots hit multiple targets
- Rate of Fire: 88%
- On Equip: +5 SPD
- XP Bonus: 6%
- Soulbound:
- Feed Power: 750
Straight buff to the damage and RoF with 2 more speed. Speed will allow you to stay ahead and keep the range to have shots converge. The shot pattern is unique and should be left unchanged to make landing shots more rewarding and missing shots more punishing.
Spirit Dagger
Stats:
- Tier: UT
- Shots: 1
- Damage: 50â280 (average: 165)
- Projectile Speed: 13 tiles/second
- Lifetime: 0.8 seconds
- Range: 5.2 tiles
- Amplitude: 0.2 tile(s)
- Frequency: 0.2 cycle(s)/shot
- Acceleration: -80 tiles/second after 0.33 seconds
- Max/Min Speed: 0 tiles/second
- XP Bonus: 6%
- Soulbound:
- Feed Power: 800
Similar to Chipper where the projectiles linger at the end of the shot (Has some ghostly vibes now). Just giving more variability to this dagger thatâs somewhat useless due to itâs shorter range and less damage compared to higher tier daggers.
Tweaks/Other:
Twilight Gemstone will most likely be redone with Shatters rework but just slapping it with and additional +6 WIS would be nice.
(Ugly)
(Hot)
The biggest buff here is to change the sprite of the Snakeskin Armor back to the old one or just remove the ugly belt.
There are more items but this is what Iâve used recently that need changes. Share your opinons/comments.