so I bet you’re getting tired of me constantly telling you guys that your ideas “suck” for one reason or another, so now it’s your turn to hit mine
jokes aside, most of these I’ve been thinking about for a while for one reason or another, I think they’re pretty good, I don’t see any problems with them other than ones I’ll address as I come to them. but obviously I’m gonna be a little biased since I’m the one who made them.
please be completely honest in your feedback, this means that if you don’t like it, say something! but it also means that if you do like it, let me know! some of these may reappear in future dungeons I work on if they’re good enough.
note: I will completely ignore all comments regarding drop locations because I do not give a flying f* about it, it adds nothing to the idea itself.**
also note: some of these sprites are not my best work, so feel free to try and do better
Mini Trap
an extremely simple hunting trap. it’s very weak, but doesn’t require much power.
mp cost: 25
radius: 3
damage: 0
slow duration: 3s
fame bonus: 5%
feed power: 850
This trap is solely for slowing enemies, if you even remotely care about damage you should be using ctrap or tiered traps. the mp cost is the lowest of all traps, but so is the radius of the trap. a mere 3 tiles explosion means that an enemy has to get within 1.5 tiles of the trap to set it off. this trap is extremely spammable however, so it shouldn’t be too hard to work with.
while this may seem like a “direct upgrade” to the T0 trap, I’d like to point out that I don’t think that’s really a valid argument. the entire point of a tier system is to make previous tiers inferior to the higher tiers. if this doesn’t follow the same pattern as the tier of progression it’s not really tiered now is it? if the tiers worked the way they should, you wouldn’t feel the need to defend the absolute lowest trap in-game.
Time Bomb (trap)
sometimes you need a different kind of trap.
mp cost: 140
radius: 6
damage: 750
slow duration: 0s
fame bonus: 6%
feed power: 950
isn’t thrown. created instantly on the tile you stand on
this trap, in total contrast to the previous one, is all about the damage. easily the most powerful trap damage-wise, but it doesn’t inflict slow at all. however, to avoid making this too similar to a poison for huntress, it’s deploying system is also different. instead of being thrown like normal traps, this one gets put down instantly, but only where you’re standing. in some cases this is much better than throwing the trap, like in shatters or the early stages of an ffa tomb. but in other cases it makes it totally useless, like stationary bosses such as O2. so it remains situational, like a UT should.
Old Relic / Archaic Scepter
this ancient artifact houses incredible power, but it’s not as easily used as modern magicks are.
mp cost: 95
damage: 450
range: 4.5
targets: 5
stat bonuses: +4 DEF
fame bonus: 6%
feed power: 1000
at first glance, this looks like your typical “more damage/fewer targets” idea, but there’s more to the balance of this scepter than hitting 3 less targets. the key balancing point is that the range has been cut in half. this means that not only do you have to be within 4.5 tiles instead of the typical 9, but the other enemies also have to be within 4.5 tiles of each other to chain in the first place. so this is really only a good idea when you can afford to get closer and/or enemies are more tightly packed. if you can do it safely, its 450 damage will be very rewarding, but you should keep a fulmi and/or t5/6 scepter on hand too.
Timestop Quiver
these arrows don’t just stop enemies in their tracks. they stop them completely
mp cost: 100
damage: 350-400 (375)
range: 15
speed: 15
effect: stasis for 3s, stun for 4s
cooldown: 5.5s
stat bonus: +3 SPD
fame bonus: 6%
feed power: 1001
I bet you’re thinking, “holy s***, stun on a QUIVER? what were YOU thinking, huh?!” I will admit, this is the one I’m most concerned about, but there are restrictions to it. first, it also inflicts stasis. this stasis itself is a good thing, if handled properly. since this doesn’t pierce, it’ll only get one enemy as opposed to mystic orbs, but sometimes you only want to get one. stasis for 3s overlapped with stun for 4s means that you effectively only get 1s of stun time. that’s not very much, and again, it’s only on one enemy as opposed to shields which also pierce. in order to get your precious 1s of stun time, you also have to wait out the 3s of stasis. so the stasis is the limiting factor here, it’s both the special ability and the nerf of this quiver. second, this has a 5.5s cooldown. if you miss your one enemy, you have to wait a while before trying again, you’ll never be able to achieve the permastun capabilities of knights.
there is, admittedly, a small problem here. what about the enemies that are immune to stasis, but not to stun? those get the full 4s of stun time, which is very very powerful. I still have mixed feelings on this point, it’s why I’m showing it to you for your feed back. I made a list of the enemies that fall into this category to help show what kind of things I’m talking about, along with a brief comment about their situation
stasis immune but stun vulnerable enemies
Skull Shrine -many minions, hard to hit. recently received a stun-immune phase as well-
Cube God -many minions, hard to hit. recently received a stun-immune phase as well-
Pentaract Tower -I’m not sure if this is actually vulnerable to stun, but it’s mostly pointless anyway-
Grand Sphinx
Lord of the Lost Lands -many minions, hard to hit.-
Hermit God
Ghost Ship
Rock Dragon -paralyze is infinitely safer AND more effective against this, assuming you can even hit it-
Brute of Oryx -many minions, hard to hit.-
Dreadstump the Pirate King -pointless-
Arachna the Spider Queen -pointless-
Stheno the Snake Queen -many minions, hard to hit. pointless-
Mixcoatl the Masked God
Limon the Sprite God -extremely fast, hard to hit.-
Troll Matriarch
Ghost Bride
Grave Caretaker -many minions, hard to hit.-
Ghost of Skuld
Septavius the Ghost God
Archdemon Malphas -many minions, hard to hit.-
Abyss Idol
Gulpord the Slime God -has stun immune phase.-
Davy Jones
Lord Ruthven
Son of Arachna
Dreadstump the Pirate King -has stun immune phase.-
Dr. Terrible
Horrific Creation -pointless.-
Thessal the Mermaid Goddess
Sarcophagus -pointless.-
Oryx the Mad God 1
Oryx the Mad God 2 -many minions, hard to hit.-
obviously the ones I’m most concerned about are O1 and O2. they’re normally stunned anyway if there are really good knights around, but if this quiver manages to actually get a hit on O2 that might be OP. anyway let me know what you think.
Ancient Spell: Pulse
the flow of magic is not always linear. use this to your advandage.
mp cost: 80
shots: 20
damage: 80-130 (105
speed: 20
range: 8
stat bonuses: +3 SPD +3 DEX
fame bonus: 5%
feed power: 900
shots boomerang
I’ve always thought it would be cool if there were more Ancient Spells other than the ST one, Pierce. I designed another one of these in the Stone Caves of Nores if you remember, “Ancient Spell: Conflagration”. but all this is aesthetic mumbo-jumbo. this spell looks totally weak. and if you’re in a situation where you can land perfect spellbombs, it is. but the special thing about this spell is that the shots have a boomerang effect, effectively giving them double the airtime and double the chances to hit. if you have ever tried using wizard in the godlands, you’ve probably noticed that your wasting a lot of shots from your spells. those are the kinds of situations where this spell would help, fewer wasted shots would make this deal more damage than the more powerful spells out there.
Holy Ray Spell
the light of the heavens will no longer ignore the atrocities of the mad god.
mp cost: 80
shots: 20
damage: 100-180 (140)
speed: 13
range: 8
fame bonus: 5%
feed power: 900
shots are fired one at a time, at the nearest target at the time of use
this spell isn’t like others. instead of blowing all over the place, it focuses all 20 of its shots in a single beam, aimed at whatever is closest to the cursor at the time you press the spacebar. all of them are fired one at a time in rapid succession, the entire blast should take no longer than a second to complete, preferably even less. the heightened damage makes it more useful on stationary targets than tiered spells, but against mobs this spell is very weak and/or useless.
Stone Orb
it’s made of stone, yet oddly clear like glass. how this is possible is unknown.
while key held:
- mp cost: 10 mp/sec
- paralyze on group, paralyze on self
when key released:
- mp cost: 90
- effect: berserk to all
Berserk
paralysis radius: 2
fame bonus: 6%
feed power: 1000
I know this looks complicated and bizarre, but I promise it’s actually pretty simple. this orb (the closest ability type I could think of for this effect is orb, so it’s an orb) has 2 uses:
-
you can paralyze enemies for as long as your mp lasts, even indefinitely. the catch? you are also paralyzed while paralyzing something else. this cannot be cured with holy water or puri priests because it’s a constant effect, just like how the cleansing water in a mad lab doesn’t remove speedy from a ninja. so you won’t be missing the target, but the target won’t be missing you.
-
you can buff your allies with this orb, giving the mystic even more group support. this is also to help make up for the fact that this orb doesn’t curse, which normally boosts the group’s dps. the duration formula is identical to the T6 orb’s duration, and the radius formula is identical to the T6 seal’s radius.
this should go without saying, but this is extremely powerful. the catch is that it’s also very co-op oriented, unlike nearly every other UT item in the entire game. you can’t effectively paralyze something if it’s attacking you (who is also paralyzed), so you’ll need your friends to help draw aggro away from you so that everyone benefits from the immobile monsters. to assist you with this, you can boost your friends to do more damage.
despite all this, the mystic’s role is unchanged. the mystic still gets to control the flow of the battle, but in a brand new way. using this combined with a tiered orb, the mystic can dominate the battlefield, assuming it has willing “minions” to sweep away the clutter.
comment on what you like and don’t like, and don’t forget to click like on this post if you like what you see! (same goes for all other replies on the forum too, likes are good! don’t be stingy like I was, it’s not cool )