+13
messremb
mugenis4real
Orango19
Sloth9230
WandererReece
BIG TIME MASTER
Kyuseishu
sparkly-twinkly-lizard
DeathlyLemons
FattyOfDoom
densetsushun
Serious_Much
ChizFreak
17 posters
Would you like new upgrade paths (besides equivalents to the already existing)?
ChizFreak- Revived
- Posts : 2388
Reputation : 135
Join date : 2012-01-17
Location : Eye of Terror
I for one want the Mercury (poison) and Tearing (bleed) upgrade paths to make a comeback from Demon's Souls. Also I want a dagger to cause TOXIN, but that should be an unique weapon not an upgrade path.
Serious_Much- Moderator Trainee
- Posts : 14641
Reputation : 287
Join date : 2012-01-17
Age : 31
Location : The Dark Side of the Moon
ChizFreak wrote:I for one want the Mercury (poison) and Tearing (bleed) upgrade paths to make a comeback from Demon's Souls. Also I want a dagger to cause TOXIN, but that should be an unique weapon not an upgrade path.
so basically you want baby's nail back?
I would personally love to have the raw path again, but buffed up to go to +15. Having an upgrade path like that would provide so much more room for lower level builds that use magic and want to buff.
To be honest there's not much I'd want.. really it's just the poison/bleed upgrades, but they'd need to be competitive normal damage wise to normal weapons.
I'd like separate upgrade materials for shields and armour though
densetsushun- Hollowed
- Posts : 1999
Reputation : 40
Join date : 2012-12-29
Location : The nether regions
Dark upgrade for shields needs to return.
FattyOfDoom- Obsessed
- Posts : 510
Reputation : 12
Join date : 2012-05-01
Age : 49
Location : Scotland YEEEAH
That dagger sounds like the Dark Silver Tracer, pretty sure the R2'S inflict toxin.ChizFreak wrote:I for one want the Mercury (poison) and Tearing (bleed) upgrade paths to make a comeback from Demon's Souls. Also I want a dagger to cause TOXIN, but that should be an unique weapon not an upgrade path.
Mentioned in another thread, ice would be a good one. They said something about when the bar is full it will decrease their roll speed to the one under it I.E. Fast Roll = Med Roll
DeathlyLemons- Addicted
- Posts : 105
Reputation : 5
Join date : 2012-06-11
Age : 30
Location : throughout lordran spreading misery
just throwing this out there, it would be cool to be able to upgrade you armor in different paths based on resistance or even be able to change the color scheme of your weapons and armor through certain upgrades, or even some of the upgrade paths from demon's.
ChizFreak- Revived
- Posts : 2388
Reputation : 135
Join date : 2012-01-17
Location : Eye of Terror
FattyOfDoom wrote:That dagger sounds like the Dark Silver Tracer, pretty sure the R2'S inflict toxin.ChizFreak wrote:I for one want the Mercury (poison) and Tearing (bleed) upgrade paths to make a comeback from Demon's Souls. Also I want a dagger to cause TOXIN, but that should be an unique weapon not an upgrade path.
Mentioned in another thread, ice would be a good one. They said something about when the bar is full it will decrease their roll speed to the one under it I.E. Fast Roll = Med Roll
Dark Silver Tracer it's a shame compared to the greatness of the BABY'S NAIL!!!!!
sparkly-twinkly-lizard- Compulsory Poster
- Posts : 3627
Reputation : 144
Join date : 2012-01-19
Age : 30
Location : World 4-2 Demon Souls
i would like a resitence based path, basically the weapon would be drenched in acidic chemicals etc that would lower durability, the higher your res the stronger the acid you can use, the base damage would remain the same but scaling would decrease the most on dex weapons. str would receive a smaller decrease cause with str weapons being slower and generally having higher requiements to use they don't need much of a penalty.
also the sticky upgrade path for bows as well as a rugged upgrade path for bows(dex and str respectively)
also the sticky upgrade path for bows as well as a rugged upgrade path for bows(dex and str respectively)
Kyuseishu- Casual
- Posts : 50
Reputation : 2
Join date : 2013-01-02
Age : 37
Location : Korea
That would be awesome to be able to color your armor based on its resits, although for pvp every one would know what you'd be strong and weak to.DeathlyLemons wrote:just throwing this out there, it would be cool to be able to upgrade you armor in different paths based on resistance or even be able to change the color scheme of your weapons and armor through certain upgrades, or even some of the upgrade paths from demon's.
BIG TIME MASTER- Insomniac
- Posts : 1445
Reputation : 77
Join date : 2012-06-26
Location : Junkyard Porto-John
Avarice path- Increases amount of souls absorbed per kill, but does not change base damage
As the upgrade level increases, the enemies who are struck down by the weapon will be purged by a blinding explosion. This path has a payoff for skill and endurance, as it will take a more skilled player to continue to use an un-upgraded weapon throughout the game, but the higher souls can be used to level up faster or increase armor and other weapons. It would end up being a "fast" path for skilled players to level up for PVP.
As the upgrade level increases, the enemies who are struck down by the weapon will be purged by a blinding explosion. This path has a payoff for skill and endurance, as it will take a more skilled player to continue to use an un-upgraded weapon throughout the game, but the higher souls can be used to level up faster or increase armor and other weapons. It would end up being a "fast" path for skilled players to level up for PVP.
WandererReece- Hollowed
- Posts : 1798
Reputation : 61
Join date : 2012-07-10
BIG TIME MASTER wrote:Avarice path- Increases amount of souls absorbed per kill, but does not change base damage
^ Possible problem with Avarice path.
Player uses normal +15 weapon to severly wound enemy. Player switches to Avarice +5/+10 weapon for the final blow to get bonus souls. Path = OP.
To prevent this the Avarice path should act like the weapon it's based on, the Needle of Eternal Agony. That weapon had extreamly crapy damage because it gave 20 souls per hit.
Sloth9230- Hollowed
- Posts : 1737
Reputation : 67
Join date : 2012-12-10
Age : 30
Location : In the Forest, casting the spells that make the gankers fall down
Ice, ice, baby!
Orango19- Addicted
- Posts : 116
Reputation : 6
Join date : 2012-08-11
Age : 32
Given that DkS II will be related to Water...
I say, a Ice/Water Path (I always considered the Magic Weapon to be those - Blue Icon and Crystals).
Since we are probably getting a weather system: When it is raining or snowing the Ice/Water (kinda like Enchanted / Magic -> You can upgrade a +10 Water Weapon into a +1 Ice Weapon) weapons will do more damage.
When it is not; they are crap, unless you are in some special locations.
Water will be purely a high dps choice, while the Ice actually adds a very slight slowness to Stamina Recovery.
I say, a Ice/Water Path (I always considered the Magic Weapon to be those - Blue Icon and Crystals).
Since we are probably getting a weather system: When it is raining or snowing the Ice/Water (kinda like Enchanted / Magic -> You can upgrade a +10 Water Weapon into a +1 Ice Weapon) weapons will do more damage.
When it is not; they are crap, unless you are in some special locations.
Water will be purely a high dps choice, while the Ice actually adds a very slight slowness to Stamina Recovery.
mugenis4real- Insomniac
- Posts : 1213
Reputation : 77
Join date : 2012-03-14
Age : 30
Location : NYC
I want a sword that deals damage in the form of humiliation. If the build up fills, my opponent turns pink for the next 3 hours.
messremb- Regular
- Posts : 85
Reputation : 2
Join date : 2013-01-01
mugenis4real wrote:I want a sword that deals damage in the form of humiliation. If the build up fills, my opponent turns pink for the next 3 hours.
I just peed myself! Nice!
FattyOfDoom- Obsessed
- Posts : 510
Reputation : 12
Join date : 2012-05-01
Age : 49
Location : Scotland YEEEAH
I would like a resistance based path actually, could give it a special bonus such as decay's items by 100 if the bar is filled or if filled can increase the damage taken by the infected. This could create a more diverse type of build
jaythibodeau- Obsessed
- Posts : 447
Reputation : 21
Join date : 2013-01-12
Age : 27
Location : A high plains desert
Personally, I think that it'd be cool to have some sort of "crippling" effect applied to weapons that deal crushing damage, since sharp weapons have bleed.
What crippling does, is that the effect can only be applied to individual body parts, and not more than one at any one time. For example, if your left arm gets too many hits with that effect, the blocking/attack animation will be changed to that of the one where normally the user doesn't have the strength to wield the weapon. Sure, it would make the weapon slower, but the damage would still be the same at least.
What crippling does, is that the effect can only be applied to individual body parts, and not more than one at any one time. For example, if your left arm gets too many hits with that effect, the blocking/attack animation will be changed to that of the one where normally the user doesn't have the strength to wield the weapon. Sure, it would make the weapon slower, but the damage would still be the same at least.
Acarnatia- Caffeinated
- Posts : 979
Reputation : 59
Join date : 2012-10-02
Age : 31
Location : Between the Dark and Light
While that sounds cool, I think that can't be implemented well into the current Souls combat system. If the speed of data processing and lag gets so much better that the computer can actually handle that, then I'm all for it.
Alternatively, that or a similar effect can be the result of a time-slowing weapon which may fit the setting. Such weapons existed in an old game I like, Dark Cloud.
Alternatively, that or a similar effect can be the result of a time-slowing weapon which may fit the setting. Such weapons existed in an old game I like, Dark Cloud.
jaythibodeau- Obsessed
- Posts : 447
Reputation : 21
Join date : 2013-01-12
Age : 27
Location : A high plains desert
So it would seem. Too bad lag can ruin a game to such a horrid extent.
At least Dark Souls 2 will be having actual servers this time around to majorly decrease lag.
At least Dark Souls 2 will be having actual servers this time around to majorly decrease lag.
Hugh_G_Johnson- Caffeinated
- Posts : 775
Reputation : 42
Join date : 2013-01-09
Location : World of the Guilty
I would like to see elemental weapons have modest base values and scaling based on soul level. That way they wouldn't be OP at low SLs and irrelevant at higher SLs.
Rynn- Chosen Undead
- Posts : 4689
Reputation : 257
Join date : 2012-01-26
Here is 4 upgrade paths I want a taste of.
Blessed; Every point in faith makes this item give a 0.01% HP recovery. This means that if you had 40 faith, you'd recover from have a full set of Blessed gear 2.4% of your maximum HP a second. You'd only get a 5.96% HP recovery from a full set if you had 99 faith. This path should scale badly, like E/E/NA/D scaling.
Jagged; drastically lower the AR: Remove all scaling, and add an instant poison effect related to it's initial AR. If that was, for example, a weapon that has 320 AR originally, Jagged would make it have 32 AR, but every time you hit an enemy, they get a 480 point effect on them that makes them take 10% of the point value per second for 10 seconds: Stacking on multiple hits. Jagged weapons do 0 poise damage.
Ghostly; This upgrade path would be like permanently having hidden weapon. Have it replace Raw: lower DPS then a +15 weapon, but permit a second buff on the weapon: this buff effect would also be hidden.
Venemous; Add a 180 point poison effect to the blade: equivalent to +15 but cannot be buffed and has slightly lower scaling (Each time we upgrade a weapon, it's scaling increases a bit, like how +5 to +6 increases scaling slightly; Venemous wouldn't get that mild buff)
Blessed; Every point in faith makes this item give a 0.01% HP recovery. This means that if you had 40 faith, you'd recover from have a full set of Blessed gear 2.4% of your maximum HP a second. You'd only get a 5.96% HP recovery from a full set if you had 99 faith. This path should scale badly, like E/E/NA/D scaling.
Jagged; drastically lower the AR: Remove all scaling, and add an instant poison effect related to it's initial AR. If that was, for example, a weapon that has 320 AR originally, Jagged would make it have 32 AR, but every time you hit an enemy, they get a 480 point effect on them that makes them take 10% of the point value per second for 10 seconds: Stacking on multiple hits. Jagged weapons do 0 poise damage.
Ghostly; This upgrade path would be like permanently having hidden weapon. Have it replace Raw: lower DPS then a +15 weapon, but permit a second buff on the weapon: this buff effect would also be hidden.
Venemous; Add a 180 point poison effect to the blade: equivalent to +15 but cannot be buffed and has slightly lower scaling (Each time we upgrade a weapon, it's scaling increases a bit, like how +5 to +6 increases scaling slightly; Venemous wouldn't get that mild buff)
Sponsored content
|
|