Terraria

Terraria

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TauTauri 23 AGO 2015 a las 2:22 p. m.
Throwing class pillar!
The throwing class only has two armor sets. So, I was thinking they could add a fifth pillar. Maybe a yellow one called the asteroid pillar? I don't know, I want you guys to come up with weapons, enemies, or attack patterns for the throwing class!
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Mostrando 16-30 de 37 comentarios
Batabii • Suikoden I&II HD 23 AGO 2015 a las 11:12 p. m. 
Publicado originalmente por blinkmoth:
Publicado originalmente por Batabii - #WigglerWednesday:
That's precisely the problem I was indicating.

yeah well... my suggestion was earlier that there could be throwing items in the end-game which would deal some damage and put a very short-lasting debuff on enemies. the debuff would primarily make them more vulnerable to all damage *except* throwing damage.

also, the armor bonus from the pillar armor could be something like "enemy debuff duration +200%".

this would be just awesome to play in multiplayer. the throwing guy would basically increase the damage of his teammates thanks to the debuff, while in singleplayer it would be admittedly weak. (the basic idea is stolen from another game, but it's a brilliant system which works and is fun)

anyway, ofc those are just some theoretical thought.
This sounds less like a logical extension to "throwing weapons class" than just "oracle/mystic class" ( http://finalfantasy.wikia.com/wiki/Mystic_(Tactics) for lack of a better term). Even so, that's not a bad idea to add more gameplay variety.
Unicarn (Bloqueado) 23 AGO 2015 a las 11:35 p. m. 
Publicado originalmente por Batabii - #WigglerWednesday:
Publicado originalmente por blinkmoth:

yeah well... my suggestion was earlier that there could be throwing items in the end-game which would deal some damage and put a very short-lasting debuff on enemies. the debuff would primarily make them more vulnerable to all damage *except* throwing damage.

also, the armor bonus from the pillar armor could be something like "enemy debuff duration +200%".

this would be just awesome to play in multiplayer. the throwing guy would basically increase the damage of his teammates thanks to the debuff, while in singleplayer it would be admittedly weak. (the basic idea is stolen from another game, but it's a brilliant system which works and is fun)

anyway, ofc those are just some theoretical thought.
This sounds less like a logical extension to "throwing weapons class" than just "oracle/mystic class" ( http://finalfantasy.wikia.com/wiki/Mystic_(Tactics) for lack of a better term). Even so, that's not a bad idea to add more gameplay variety.
Sounds like a Paragon from Guild Wars 1 (who often used javelins and buffed allies.)
Última edición por Unicarn; 23 AGO 2015 a las 11:35 p. m.
Celator 24 AGO 2015 a las 1:34 a. m. 
I think a good way to differentiate the thrower class from the ranger class would be to make it focus more on slower, harder-hitting attacks, whereas the ranger class seems to be more about weaker but rapid-fire attacks. You could also add in accessory and armor bonuses to increase throwing velocity and speed (Fossil and Ninja armor already increase velocity), which is something that the ranged class does not have - all speed and velocity bonuses come from modifiers on the weapons themselves (with the sole exception of the Magic Quiver), presumably because with guns the shoot speed/velocity is determined by the gun and not the user. Thrower class could therefore become a kind of hybrid melee/ranged class, using similar stat mechanics to the melee class but with the range and ammo requirements of the ranged class.

I've seen several suggestions for endgame thrower gear like this one floating around, I remember one that I saw that had an armor set whose bonus was to summon phantom limbs around the wearer that throw duplicates of any throwing weapons you use.

If we do get any endgame throwing weapons, I hope there's one that lets you throw miniature galaxies in tribute to Gurren Lagann. Something like this:

Galactic Arm
180 throwing damage
20 use time
Throws a galaxy that slowly homes in on foes

Just some example stats, it'd probably need to be adjusted for balance. But not only would it be thematically awesome, but it'd be a high-damage, relatively slow-firing weapon to differentiate the thrower class from the ranged class. Of course, there's the matter of ammo; probably most endgame thrower weapons would follow the example of the Bone Glove and be infinite-use weapons that draw from limited ammo, like ranged weapons. To differentiate them from ranged weapons, then, I'd probably make each one (or most of them) have its own unique ammo type rather than sharing a set of universal ammos like guns do. So you'd have to collect or craft Galactic Dust or something like that to power the Galactic Arm.

Since bombs are also under the umbrella of thrown weapons now, it'd be cool to see an endgame bomb, too. Maybe explosives could be a subclass of throwing in the same way rockets, arrows, and guns are subclasses of ranged. Here's an example weapon to fit with the theme of the last one:

Big Banger
300 throwing damage
40 use time
Tosses a singularity that travels a short distance and then explodes into several galaxies, some of which fly in all directions while others linger for several seconds, dealing constant damage to enemies inside their range
Última edición por Celator; 24 AGO 2015 a las 1:35 a. m.
Celator 24 AGO 2015 a las 4:58 a. m. 
Publicado originalmente por blinkmoth:
if i can pick this up with the references:

Towel
80 throwing damage
10 use time
insanly insane Knock-Back
deals the Slow debuff on enemies
flavor text: DON'T PANIC.

from another corner of pop culture than yours though, tribute to Douglas Adams.

Lol. I think a more appropriate flavor text would be "Always know where your towel is!"

How's this for a Moon Lord drop?:

Death Star
350 damage
30 use time
Throws a moon-shaped space station that explodes into a screen-length horizontal wave on impact, damaging all enemies in its path. Tooltip reads: "Great shot kid! That was one in a million!"

Or this:

Monster Containment Capsule
50 damage
14 use time
Throws a red-and-white sphere that explodes and releases a friendly version of one boss, with the exceptions of the Wall of Flesh, Moon Lord, and event bosses. Each boss performs one attack and then despawns. The summoned bosses are as follows:

King Slime: Jumps at an enemy and then explodes on contact into ~10 blue slimes, which continue attacking for 1 second before despawning. King Slime does 60 damage and the blue slimes each do 20 damage.
Eye of Cthulhu: Spawns in second form, does a charge attack for 90 damage.
Eater of Worlds: Burrows into enemy for 90 damage.
Brain of Cthulhu: Charges enemy for 95 damage, inflicts Confused.
Queen Bee: Charges enemy for 90 damage.
Skeletron: Shoots three skulls at an enemy for 50 damage each.
Destroyer: Burrows into enemy for 110 damage, while shooting lasers that do 20 damage each.
The Twins: Both spawn in their second forms, Retinazor shoots a laser three times for 40 damage each, while Spazmatism spits a stream of green fire that does 100 damage and inflicts Cursed Inferno.
Skeletron Prime: Shoots 3 lasers for 50 damage each and drops 3 bombs that each do 90 damage. Its other limbs also swing and do 80 contact damage.
Plantera: Spits a spiky ball that does 120 damage.
Golem: Shoots a volley of 3 lasers that do 100 damage each.
Duke Fishron: Charges enemy for 120 damage.
Lunatic Cultist: Shoots an icy wheel projectile that deals 110 damage.
Captain Diabetes 24 AGO 2015 a las 5:17 a. m. 
Maybe this idea needs to wait. Its a great idea, but throwing damage and boosts are just too new to the game. All throwing weapons before 1.3 dealt ranged damage and there was not even a throwing damage in the game. Therefore we only have 2 armor sets that boost throwing damage and they both suck at defense at that stage in the game. All Im saying is throwing has not, shall we say, "evolved" enough to add a whole new pillar
GuyInJeans 24 AGO 2015 a las 5:28 a. m. 
Howabout Re-Logic just fleshes out the class in general. In fact, it's barely a "class" at all. The Solar Events are a pain as is, no need to make the a bigger pain over a class that barely exists yet.
pizzascience 24 AGO 2015 a las 6:55 a. m. 
death contanment its both
Batabii • Suikoden I&II HD 24 AGO 2015 a las 8:32 a. m. 
Publicado originalmente por GuyInJeans:
Howabout Re-Logic just fleshes out the class in general. In fact, it's barely a "class" at all. The Solar Events are a pain as is, no need to make the a bigger pain over a class that barely exists yet.
Before 1.3, it was just an extension of the "ranged" class wasn't it? Honestly considering the mechanics, it just feels like shooting arrows without a bow. IDK why they felt the need to make it a separate class.
pizzascience 24 AGO 2015 a las 9:05 a. m. 
illuminoty
penumbric_ 24 AGO 2015 a las 10:15 a. m. 
>Exxo Avalon actually has Asteroid Pillar and it's yellow. (At least it's been teased in the thread.)
>Much originality in idea.
pizzascience 24 AGO 2015 a las 10:27 a. m. 
Publicado originalmente por 272727nick272727:
>Exxo Avalon
???
water 24 AGO 2015 a las 10:28 a. m. 
How about let it stay as a side class pre-hardmode? Concept is not original or interesting enough to make it through a full class. What is the actual difference of thrower over other classes anyway? Ranger with less control over projectiles? Glass cannon melee?
If anyone comes with a real good idea to make it uniquely different from other classes then things may change...
Batabii • Suikoden I&II HD 24 AGO 2015 a las 10:52 a. m. 
Publicado originalmente por Robot-Friend:
How about let it stay as a side class pre-hardmode? Concept is not original or interesting enough to make it through a full class. What is the actual difference of thrower over other classes anyway? Ranger with less control over projectiles? Glass cannon melee?
If anyone comes with a real good idea to make it uniquely different from other classes then things may change...
Then just get rid of it as a class entirely. i don't see why they can't just leave it as ranged.
pizzascience 24 AGO 2015 a las 11:11 a. m. 
Mayby it shoots pre hardmode bosses with slower spawn and shooting rate
Celator 24 AGO 2015 a las 12:57 p. m. 
Publicado originalmente por Robot-Friend:
How about let it stay as a side class pre-hardmode? Concept is not original or interesting enough to make it through a full class. What is the actual difference of thrower over other classes anyway? Ranger with less control over projectiles? Glass cannon melee?
If anyone comes with a real good idea to make it uniquely different from other classes then things may change...

I already said a few posts ago that the difference should be that it focuses more on slower, harder-hitting ranged projectiles, since the ranged class already focuses more on faster, weaker projectiles. That, and it could get speed bonuses like the melee class but unlike the ranged class, which can only have its speed modified by reforges on the weapons themselves. Maybe it could even just use the melee speed stat that's already in the game, since someone who can swing a sword faster could probably throw stuff faster too. Another difference between the throwing and ranged class would be the type of ammo they use, since ranged weapons tend to share ammo amongst themselves with only a few exceptions, whereas throwing weapons tend to either be or consume an ammo type unique to themselves.

The throwing class even already shows the potential for subclasses, containing both ordinary thrown weapons and explosives. Explosives would be to rockets what the regular thrown weapons are to guns, being slower but more damaging.
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Publicado el: 23 AGO 2015 a las 2:22 p. m.
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