Weapons & Equip Early Game Melee Rework

Clockwork17

Retinazer
Introduction
These weapons aren’t melee. They don’t require ammunition in a point in the game where that is scarce, making them better than guns. It doesn’t require mana which most players don’t have much of at this point, making it better than magic weapons.

Sure, endgame you could make the statement of “they have to compete somehow,” but this is just unfair to other classes. They are just too good.

Starfury
Let’s start at the most egregious one. This is effectively a weapon that summons stars that comes with a free sword.

My suggestion is to rework it to no longer normally rain stars, but hitting an enemy with the sword itself allows the player to do that for 5 seconds.

Ice Blade
This has a similar problem. It has a projectile that has way to much range than it needs.

I suggest changing the projectile to resemble the Wand of Frosting’s and to have it only go 3-4 blocks rather than the screen.

Enchanted Sword
This one is weird; it is in a situation where it can be gotten minutes into the game, but it is also rare. Even then, it should not have that much range.

I think changing the projectile to be something more akin to the Rotted Fork’s. It would be more interesting than just “beam attack.”

Conclusion
These reworks allow for the gimmicks to still stay, but it will actually incentivize getting up close and personal, like all melee weapons should.

Each of the three weapons edited here will likely need damage and range buffs to actually still be good. I just think melee projectiles ruin the balance of early game and should be, at the very least, mostly HM exclusive.

There are probably a few other weapons that could be reworked akin to these, but these were just the ones I am familiar with.

Thank you for reading, and feedback is appreciated.
 
These are highly unnecessary nerfs. The most this would do would encourage more use of Boomerang, Yo-yo, and Spear subclasses.
 
Please elaborate.
What you are doing is making the weapons much less powerful which doesn’t encourage players to find different ways to use the same weapons because that’s not what players typically do. What players fly locally do is find a weapon without the limitation that inhibits them. Why do you think there are so few Shortswords as compared to Broadswords, especially later game? It’s because that for all the DPS superiority they may have, having to be right up against an enemy instead of being a few blocks away is way more dangerous. It’s how we optimize our game play: go with what kills us the least. And not risking being touched by contact damage enemies is sure way to do that.
 
What you are doing is making the weapons much less powerful which doesn’t encourage players to find different ways to use the same weapons because that’s not what players typically do. What players fly locally do is find a weapon without the limitation that inhibits them. Why do you think there are so few Shortswords as compared to Broadswords, especially later game? It’s because that for all the DPS superiority they may have, having to be right up against an enemy instead of being a few blocks away is way more dangerous. It’s how we optimize our game play: go with what kills us the least. And not risking being touched by contact damage enemies is sure way to do that.
If you’re so set on not being hit, use another class. Like I said, their base ranges and damage are going to be increased, and they still have some resemblance of their OG projectiles. Personally, I don’t see the problem.
 
If you’re so set on not being hit, use another class. Like I said, their base ranges and damage are going to be increased, and they still have some resemblance of their OG projectiles. Personally, I don’t see the problem.
The first rule of any fighting discipline is “Don’t get hit” the same holds true in the virtual world. If you want to play a tank that lets themselves get hit, go ahead but don’t take the rest of us down with you to do it
 
Introduction
These weapons aren’t melee. They don’t require ammunition in a point in the game where that is scarce, making them better than guns. It doesn’t require mana which most players don’t have much of at this point, making it better than magic weapons.

Sure, endgame you could make the statement of “they have to compete somehow,” but this is just unfair to other classes. They are just too good.

Starfury
Let’s start at the most egregious one. This is effectively a weapon that summons stars that comes with a free sword.

My suggestion is to rework it to no longer normally rain stars, but hitting an enemy with the sword itself allows the player to do that for 5 seconds.

Ice Blade
This has a similar problem. It has a projectile that has way to much range than it needs.

I suggest changing the projectile to resemble the Wand of Frosting’s and to have it only go 3-4 blocks rather than the screen.

Enchanted Sword
This one is weird; it is in a situation where it can be gotten minutes into the game, but it is also rare. Even then, it should not have that much range.

I think changing the projectile to be something more akin to the Rotted Fork’s. It would be more interesting than just “beam attack.”

Conclusion
These reworks allow for the gimmicks to still stay, but it will actually incentivize getting up close and personal, like all melee weapons should.

Each of the three weapons edited here will likely need damage and range buffs to actually still be good. I just think melee projectiles ruin the balance of early game and should be, at the very least, mostly HM exclusive.

There are probably a few other weapons that could be reworked akin to these, but these were just the ones I am familiar with.

Thank you for reading, and feedback is appreciated.
IMO i actually would like this for the express purpose of making said subclasses more used by the greater majority of the player base

I had a idea instead of removing their gimmick how about incentivizing the close melee combat by true melee slash combos

Starfury would be more fun if it wasn’t just a free magic weapon I agree with you but to basically remove its gimmick if you aren’t hitting a foe isn’t great
What changes
attack combo that allows it to launch a star out after its combo Still forces you to attack your foes but gives you flexibility cause you can move back off of your foe when you’ve done the combo and launch a star from The Sky at them


Ice Blade
I agree that it having screen length projectiles is a bit cheesy
What changes
can have similar treatment as Starfury but it’s slash combo will fire 3 ice bolts after slashing 2-3 times
Range nerfed to 3-4 blocks but 2 extra bolts to compensate for the lack of range


Enchanted Sword
What changes
I can give it the slash combo but also have the piercing shockwave projectile from rotted fork it becomes a powerful close range weapon with 2 hits then a piercing
Projectile


Ice Blade and Starfury function as normal bit with new slash combos that incentivize getting up close to your foes and enchanted sword will get a new fun projectile along side its own slash combo
 
Melee with projectiles are way more worse than appear. All these weapons are outclassed by Magic and Ranged weapons, so I don't think they should be nerfed.
 
Melee with projectiles are way more worse than appear. All these weapons are outclassed by Magic and Ranged weapons, so I don't think they should be nerfed.
I didn’t nerf them
 
Melee projectiles almost always have reduced damage.

Also, the starfury sucks. Just gonna say it. Especially on any platform except pc, where it's literally unusable.

Also, ammo and mana are not hard to come by? Like 2 gold and you have so many musket balls you can fire constantly for a year. Mana is not an issue, can you really not handle not attacking for a few seconds? I've played both classes and i rarely had issues. They're also usually better in dps than melee, so the downside is worth it.

Melee is not unbalanced, it's only more popular because it's simpler.
 
Melee projectiles almost always have reduced damage.

Also, the starfury sucks. Just gonna say it. Especially on any platform except pc, where it's literally unusable.

Also, ammo and mana are not hard to come by? Like 2 gold and you have so many musket balls you can fire constantly for a year. Mana is not an issue, can you really not handle not attacking for a few seconds? I've played both classes and i rarely had issues. They're also usually better in dps than melee, so the downside is worth it.

Melee is not unbalanced, it's only more popular because it's simpler.
I’m talking about early game. Like pre-EoC early.
 
I’m talking about early game. Like pre-EoC early.
You can make arrows out of wood and stone (and flaming arrows with some torches, and you can just purchase both extremely cheaply once you have a merchant), and a Platinum/Gold Bow has better ranged DPS than 2 out of the 3 swords you listed here. Ammo is not nearly as problematic as this suggestion makes it out to be, and I don't think Enchanted Sword and Ice Blade having these projectiles is overpowered or unbalanced when there are much better options available for ranged combat.

I do think Starfury's projectile  is a bit too strong, but that's because it can quite easily pass through walls at a stage of the game where having a clear line of sight with an enemy can be very dangerous, not because it deals too much damage and kills things too fast; the projectile on its own doesn't have especially notable DPS.
 
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