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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
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.
>Much originality in idea.
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.