Weapons & Equip Buff Grenadier!

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  • I know that in the early game the grenadier (uses consumables) would be an extremely viable class to play as. But later on the class doesn't have much going for it.
    Before it used to be overpowered with the Molotov Cocktails, but those are only good early in the game. They were nerfed, but the Grenadier retains plenty of its power through regular grenades. However, the Molotov Cocktails aren't powerful enough anymore to actually have a purpose other than as a material.

    I was thinking of making some consumable items that would be viable late in the game.

    Laser Grenade
    2 Black Lens
    1 Soul of Light
    5 Crystal Shard
    1 Sticky Grenade
    70 Damage
    Instead of a normal blast, fires pulse bow shots in a random fragmentation pattern.

    Cursed Cocktail
    1 Molotov Cocktail
    5 Cursed Flame
    1 Soul of Night
    1 Sticky Grenade
    40 Damage
    Explodes MIRV-style, creating two to four large cursed fireballs, which explode into two to four normal cursed fireballs.
    Inflicts Cursed Inferno Debuff.

    Mucous Molotov
    1 Molotov Cocktail
    5 Ichor
    1 Soul of Night
    1 Bouncy Grenade
    40 Damage
    When it explodes it shoots jets of ichor above and 120 degrees to the left and right, which rain ichor down to enemies below in the style of the North Pole.
    Inflicts Ichor Debuff.

    Fragmentation Grenade
    2 Spiky Balls
    1 Grenade
    20 Damage
    4 Knockback
    Explodes by firing projectiles determined by having a randomly calculated angle, between 15 and 30 degrees in terms of space between one another, resulting in between 24 to 12 projectiles.

    Transfusion Grenade
    5 Stingers
    5 Jungle Spores
    1 Chlorophyte
    1 Life Fruit
    1 Fragmentation Grenade
    29 Damage
    2.75 Knockback
    Steals life in a similar manner to the Vampire Knives.
    Explodes like a fragmentation grenade.

    Poison Dart Grenade
    1 Fragmentation Grenade
    5 Stinger
    1 Jungle Spore
    25 Damage
    3 Knockback
    Inflicts the Poisoned debuff.

    Vilethorn Orb
    1 Vile Mushroom
    2 Stinger
    1 Deathweed/Soul of Night (If this needs a nerf replace Deathweed with Soul of Night, and if this needs a buff then it should use Deathweed.)
    1 Spiky Ball
    10 damage
    As soon as the Vilethorn travels far enough that it should not be touching the player, it explodes like a regular grenade but keeps damaging enemies within its blast radius, and the projectile keeps moving, for around 10 seconds.

    Bloodmist Orb
    1 Vicious Mushroom
    2 Stinger
    1 Deathweed/Soul of Night (Same issue as Vilethorn Orb's)
    1 Spiky Ball
    10 Damage
    Acts like the North Pole in the way that underneath the projectile more projectiles fall to the ground. As in blood rain droplets.
 
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