New weapon type: Knives

Teylor

Green Slime
Knives:

The advantage of knives is, that you can easily stun-lock an enemy with your extreme fast attacks. But your limited range will makes this weapon best against single-targets and less effective against big crowds of enemies. Another disadvantage is the extremely low damage-per-hit the knive has, making the initial damage very low, but giving high dps thanks to the attack speed and the well-scaling skills (see below). The aim when using knives is to take out one enemy after another and using your skills in a way, to confuse/distract enemies and hitting their weakpoints during that time, to deal high initial damage, especially when performing a critical strike. The knive skills do all require some amount of skill, making it possibly the hardest but most rewarding weapon.

Possible Knive Skills:

Foreword: All those skills are examples. I tried to come up with skill mechanics that are not covered by other skills already, or at least differ enough from already existing skills to make them unique in their own way. The numbers are not tested or calculated and are only examples / placeholders. When creating those skills, I always kept in mind, that the skills should have great synergy and should make hybrid builds possible, making those skills viable for many playstyles.
  • Stealth: You can go invisible and enemies will "search" for you (walking randomly around). When you reach silver charge, you leave a shadow behind that will lure enemies towards it and close to each other, making it possible to kill many foes at once if you have the right skills/spells for that. Since the damage increase also counts for combat skills and spells, it is well suited for hybrid builds. But activating stealth to often in a row will easily deplete your EP pool, since your EP regeneration is reduced by 50% during stealth, making it not possible to heal more EP during the stealth time then you have paid.
    1. No Charge: You turn invisible for 3 seconds (+0.2 per skill level). You deal now 100% more damage with your next normal attack, and 20% more with your next combat- and magic skill. Your movement speed is reduced by 50%. Your EP recovery is reduced by 50%.
    2. Bronze Charge: You turn invisible for 4 seconds (+0.2 per skill level). You deal now 150% more damage with your next normal attack, and 30% more with your next combat- and magic skill. Your movement speed is reduced by 25%. Your EP recovery is reduced by 50%.
    3. Silver Charge: You turn invisible for 6 seconds (+0.2 per skill level). You deal now 200% more damage with your next normal attack, and 50% more with your next combat- and magic skill. Additionally, your leave a shadow behind for 2.5 seconds, that lures all enemies on screen towards it.
    4. Gold Charge: You turn invisible for 8 seconds (+0.2 per skill level). You deal now 300% more damage with your next normal attack, and 100% more with your next combat- and magic skill. Your movement speed is increased by 30%. Your EP recovery is reduced by 50%. Additionaly, you leave a shadow behind for 5 seconds, that lures all enemies on screen towards it. The shadow can't be destroyed and is invincible. Your normal attack is guarenteed to stun the enemy for 2 seconds.
  • Backstab: This skill is good to reposition your character and dealing high damage. When using this, you will make a weak attack against your enemy in front of you, stunning him for 0.5 seconds, teleport behind him and then deal a huge amount of damage to this single target. Another advantage is, that this attack can also inflict status changes with higher chance (like chill and burn from your melee passives)
    1. No Charge: You hit an enemy in front of you with a very fast but weak attack, dealing 50% of you normal attack damage. This attack will stun the enemy for 0.5 seconds and you immediatly teleport behind him and do a backstab attack that deals 250% attack damage.
    2. Bronze Charge: You hit an enemy in front of you with a very fast but weak attack, dealing 60% of you normal attack damage. This attack will stun the enemy for 0.5 seconds and you immediatly teleport behind him and do a backstab attack that deals 350% attack damage.
    3. Silver Charge: You hit an enemy in front of you with a very fast but weak attack, dealing 80% of you normal attack damage. This attack will stun the enemy for 0.5 seconds and you immediatly teleport behind him and do a backstab attack that deals 500% attack damage. Additionaly, this attack can inflict status effect with doubled chance.
    4. Gold Charge: You hit an enemy in front of you with a very fast attack, dealing 100% of you normal attack damage. This attack will stun the enemy for 0.5 seconds and you immediatly teleport behind him and do a backstab attack that deals 750% attack damage. Additionaly, this attack can inflict status effect with tripled chance. If the target dies from the backstab attack, the target explodes, creates an AoE that deals 200% attack damage and knocks all enemies back.
Skills 3 - 5 in the next post...
 
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Teylor

Green Slime
  • Weakpoint Revealing: This skill is a pure single target skill that enhances your normal attacks. When you activate this buff, you have a few seconds. When you hit a target it gets marked (crosshair above the enemy) and your next attack does more deamage and if you do a third attack on the same target, you gain another damage boost, stacking with the first one. This way, you can deal heavy physical attack damage on a single target. As soon as you hit another target, you lose all stacks and the mark on the target disappears. Then you have to activate your skill again. When you use a skill (combat or magic) it will not cancel this skill, but you won't receive any damage stacks either. But combat skills will benefit from the damage increases, making it possible to use a combat skill when having full damage stacks, enhancing the damage of your skill greatly. But becareful: if your skill does also hit another target, you may lose the stacks before your skill can use the damage buff.
    1. No Charge: Your first normal attack after activating this skill will mark the hit target for 3 seconds (+0.2 per skill level). For every normal attack you land on the same target, your attack damage increases by 20%, eventually stacking up to 5 times (so 100% on the same target possible).
    2. Bronze Charge: Your first normal attack after activating this skill will mark the hit target for 4 seconds (+0.2 per skill level). For every normal attack you land on the same target, your attack damage increases by 25%, eventually stacking up to 5 times (so 125% on the same target possible).
    3. Silver Charge: Your first normal attack after activating this skill will mark the hit target for 5 seconds (+0.2 per skill level). For every normal attack you land on the same target, your attack damage increases by 30%, eventually stacking up to 5 times (so 150% on the same target possible). Furthermore, you get +10% crit chance when you have 5 stacks.
    4. Gold Charge: Your first normal attack after activating this skill will mark the hit target for 5 seconds (+0.2 per skill level). For every normal attack you land on the same target, your attack damage increases by 40%, eventually stacking up to 5 times (so 200% on the same target possible). Furthermore, you get +20% crit chance when you have 5 stacks. If you kill your target while it is still marked, the skill gets automatically activated again and will mark the next target you hit, without losing the stacks from the previous enemy.
  • Doppelganger: This is an interesting skill, that requires alot of skill and planning from the player. You create a Doppelganger from yourself, that does the same things as you, but in the opposite direction! If you walk left, your Doppelganger will walk right. If you attack to the right, your Doppelganger will attack to the left. This means, if you position yourself well, you can surround your enemy and attack from both sides. The Doppelganger only deals a portion of the damage the real player does and it can't perform any skills. Furthermore, it can't be attacked by the enemy, it is invincible and it can't be blocked (it will walk through them) or receive status effects by enemies . If you walk against a wall, but your Doppelganger is able to walk further, it will do so.
    1. No Charge: You create a Doppelganger of yourself for 6 seconds (+0.4 per skill level). It will walk and attack in the opposite direction of the player character. It deals 50% of the player damage and can inflict status effect with 10% effectiveness (if the player has 10% chill chance, the Doppelganger has 1%)
    2. Bronze Charge: You create a Doppelganger of yourself for 8 seconds (+0.4 per skill level). It will walk and attack in the opposite direction of the player character. It deals 75% of the player damage and can inflict status effects with 20% effectiveness (if the player has 10% chill chance, the Doppelganger has 2%)
    3. Silver Charge: You create a Doppelganger of yourself for 12 seconds (+0.4 per skill level). It will walk and attack in the opposite direction of the player character. It deals 100% of the player damage and can inflict status effects with 35% effectiveness (if the player has 10% chill chance, the Doppelganger has 3.5%)
    4. Gold Charge: As a master of shadows, you can now create 3 Doppelganger for 16 seconds (+0.4 per skill level). They all walk into different direaction. If you walk to the right, one Doppelganger will walk left, the second will walk down, the third will walk up. This way, you have the control over 3 shadows and can perfectly surround one enemy, or you can fight in all 4 directions. They deal 100% of the player damage and can inflict status effects with 50% effectiveness (if the player has 10% chill chance, the Doppelganger has 5%)
  • Bloodthurst: This is a high risk/high reward skill. And you need to have some skill yourself in order to use it (like the 2h skill berserk). Instead of consuming EP, this skill will consume health per second (doesn't count as damage taken in arena/arcade). In order to keep the health high, you gain life leech for all attacks/combatskills/spells, making it possible to use this skill effectively even as a hybrid character. But this skill is only uses its full potential, if your health pool is low. In fact, the lower it is, the stronger your character becomes. But on the contrary this can mean you will die quite fast. So it is up to the player if he decides to keep his health on under 20% (to benefit from certain passives as well) or if he stays safe on 50% or even more. This skill can't kill the player. It will deactivate and won't consume health if the player only has 1 left.
    1. No Charge: You lose 5% health per second but you receive an initial 10% lifeleech and for every 10% health missing, you gain additional 2% lifeleech/crit chance/attackspeed.
    2. Bronze Charge: You lose 6% health per second but you receive an initial 15% lifeleech and for every 10% health missing, you gain additional 3% lifeleech/crit chance/attackspeed.
    3. Silver Charge: You lose 8% health per second but you receive an initial 20% lifeleech and for every 10% health missing, you gain additional 4% lifeleech/crit chance/attackspeed/castspeed.
    4. Gold Charge: You lose 10% health per second but you receive an initial 25% lifeleech and for every 10% health missing, you gain additional 5% lifeleech/crit chance/attackspeed.
 

KoBeWi

Jumpkin
If knife weapon type was added to the game, your ideas for skill are good enough to be used. They are quite unique and fitting and seem balanced. What I don't like is Doppelganger Silver Charge. It doesn't change anything.

But bigger problem is with knives as separate weapons overall. Currently there are two types of weapons: one-handed and two-handed, and they cover swords, staffs, branches and all. Knifes are like very short swords and fall under one-handed category. They don't seem to fit Grindea's definition of weapon types.
 

Teylor

Green Slime
Maybe we should think about creating more specific weapon types? I mean, to be realistic: A stave behaves completely different then a metalic 2h sword. So maybe this is a good point to think about more weapon types, allowing more playstyles. I wouldn't mind having 1h sword, 2h sword, hammer, knife and stave as weapon types for example. It would give us more diversity and more freedom.

Another possibility would be to add onehand weapon (short), onehand weapon (long) and twohand weapons. Then we still had those more general weapon types, but allowing for shortrange onehanded weapons like knives
 

KoBeWi

Jumpkin
I remember someone saying that it would be cool to have spear weapon type (after seeing there will be spear as 2h weapon). The problem is that each new weapon type requires new attack animations. Because of workload it would cause, it won't happen anytime soon.
 
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