Weapons & Equip Bloodlust Shortsword/Amulet

Are you actually, unironically, smugly saying that Jousting Lances are balanced viable weapons?
no quite the opposite, but you said there are no other examples. And the arguments I got in that post boiled down to "its hard to use/setup so its "balanced" and fine to stay in the game". This suggestion takes skill at least...
 
But also, are you all not familiar with copper shortsword vs moon lord challenges? Ive definitely seen them. This makes that more fun, and speed up a challenge that would otherwise be tedious.
Are YOU familiar with those challenges? They take literally hours and the player gets hit all the time. Shortsword don't allow you to not get hit. You'd never get to use the damage increase from this weapon.
 
no quite the opposite, but you said there are no other examples. And the arguments I got in that post boiled down to "its hard to use/setup so its "balanced" and fine to stay in the game". This suggestion takes skill at least...
you defend an unbalanceable weapon by bringing up another unbalanceable weapon...

The difference here is simple: Jousting Lance setups take preparation and are just fun, it's indeed broken but because it takes effort to cheese bosses this way, and because the Jousting Lances are otherwise useless, people are fine with it. The people who would want this nerfed are the same who know to just ignore it if they don't want to.

Every aspect of this shortsword works against itself, it's not a fun cheese setup, it's just an unusable and unfixable weapon

Just becuase I couldn't (becuase I admit I'm bad. I still play classic not expert) doesn't mean it's completely unusable. I imagine you could use the black belt to avoid damage? Point being, I'm sure there's a way to make it work. If you're bad an couldn't make use of it, just say that.
why on earth does this have more likes than the original post.
You were saying?
You are also not going to get anywhere with this attitude. If you keep dismissing every form of criticism like this eventually no one is going to take you seriously anymore. Slow down and learn to listen to others.
 
Are YOU familiar with those challenges? They take literally hours and the player gets hit all the time. Shortsword don't allow you to not get hit. You'd never get to use the damage increase from this weapon.
if its really that bad, maybe it could do that opposite, channeling any damage taken into your next attack. Of course, that would mean while armor reduces damage taken and keeps you alive longer, it may actually be better to not wear any for additional damage?
 
if its really that bad, maybe it could do that opposite, channeling any damage taken into your next attack. Of course, that would mean while armor reduces damage taken and keeps you alive longer, it may actually be better to not wear any for additional damage?
That would be better, but still not great. Requiring the player to get hit every time they want to do any significant damage is not a good idea. Unless you have really exceptional healing, you're probably not doing any real damage with this thing. And if the damage the weapon deals isn't high enough, it's not like you're really taking advantage of being hit, it's more like you're being forced to take damage in order to do anything at all.
 
In summary, shortswords are so short and risky to use that making a shortsword like this is not a good idea.
 
Still not sure how my suggestion of a sword that shoots a projectile is bad. It’s literally what the Starlight does.is smut the damage increasing part is probably a bad idea but the rest should work.
 
REWORK IDEA, which solves the problems people had with this, and makes it much more balanced!
 
Doing a complete 180 on the gimmick was actually a pretty neat idea. Props for that.

I will say, this weapon still isn't that useful outside of cheese setups (for example taking a bunch of 1 damage hits from spikes, lava, fall damage, or just a weak enemy like a Bee or corrupted critter while you hit a tanky enemy over and over) as most bosses have too much contact damage to reliably proc this thing mid-fight, but cheese setups which require that much effort tend to be more difficult than actually fighting the boss normally so I think it's actually pretty healthy to have them.

I'm not sure why you're so adamant about this being on a shortsword though. You could honestly put this on any weapon with infinite reliable range and it would still be difficult to use considering the gimmick requires you to take damage (reminder even the weakest boss in the game has over a thousand health in the lowest difficulty, while the player has 600 by the end of the game assuming they went out of their way for the rarest potion and used it temporarily, so spending health as a resource generally should be biased in the player's favor). Putting this on a shortsword basically ensures that it won't see use outside of cheese setups and facetanks, which is fine if that's what you want, but weapons like that tend to be unpopular. If you're concerned about the uptime being too easy to maintain with a ranged weapon, you could always make it a stacking damage buff that decreases over time (and scales with the size of the hit that caused it) instead of it just being cumulative and permanent so long as you're hitting something.
 
Doing a complete 180 on the gimmick was actually a pretty neat idea. Props for that.

I will say, this weapon still isn't that useful outside of cheese setups (for example taking a bunch of 1 damage hits from spikes, lava, fall damage, or just a weak enemy like a Bee or corrupted critter while you hit a tanky enemy over and over) as most bosses have too much contact damage to reliably proc this thing mid-fight, but cheese setups which require that much effort tend to be more difficult than actually fighting the boss normally so I think it's actually pretty healthy to have them.

I'm not sure why you're so adamant about this being on a shortsword though. You could honestly put this on any weapon with infinite reliable range and it would still be difficult to use considering the gimmick requires you to take damage (reminder even the weakest boss in the game has over a thousand health in the lowest difficulty, while the player has 600 by the end of the game assuming they went out of their way for the rarest potion and used it temporarily, so spending health as a resource generally should be biased in the player's favor). Putting this on a shortsword basically ensures that it won't see use outside of cheese setups and facetanks, which is fine if that's what you want, but weapons like that tend to be unpopular. If you're concerned about the uptime being too easy to maintain with a ranged weapon, you could always make it a stacking damage buff that decreases over time (and scales with the size of the hit that caused it) instead of it just being cumulative and permanent so long as you're hitting something.
to clarify, it still ramps up with hits you land, but the change was that now it is not reset instantly upon taking damage. It just resets if youre not landing hits, such as outside of combat.
 
to clarify, it still ramps up with hits you land, but the change was that now it is not reset instantly upon taking damage. It just resets if youre not landing hits, such as outside of combat.
Oh I misread it. I thought “each consecutive hit” meant hits you took.
Putting that on a shortsword is probably completely fine then. It’s a super strong effect but shortswords have the most limited attack style in the entire game so it balances out.

I assume that the hits for both parts of the effect have to be from the shortsword and not just any damage the player might deal while holding the weapon?
 
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