Weapons & Equip Reworking Yoyos to be more powerful, along with rebalancing yoyo progression.

MoultonLava

Torch God
So, this is how I will do this: I will give most yoyos something more to make them more useful and have people consider them over the other melee weapons. The yoyos I don't cover don't need to be changed.

Malaise: Striking an enemy causes a secondary slash like the Light's Bane to strike them, dealing 80% damage.
Artery: Every time this yoyo hits an enemy, a blood clot appears on them, dealing damage over time. this stacks up to 6 times. When an enemy is killed with these clots, they explode outwards.
Amazon: Fires out high velocity stingers at nearby enemies.
Rally: Causes white silk to bind enemies struck, dealing minor DoT and drastically reducing movement speed.
Code 1: Occasionally causes arcing lightning to come out of a struck target, which pierces infinitely, deals 100% of the yoyo's damage, and is incapable of criting.
Cascade: Causes a Volcano explosion on hit.
Valor: Striking enemies gives a maximum of 1 buff for 3 seconds: Hero’s Might: Increased damage by 7% and crit chance by 3%. Hero’s Endurance: 3 Defense and 4% DR. Hero’s Speed: 25% increased maximum movement speed and 10% increased acceleration, with 10% more flight time with rocket boots and wings. Thanks to @tornado1234 for the rework to my original Valor suggestion!
Chik: While in flight, constantly fires out spikes into the sky, which rain down.
Format:C: Fires out a laser at nearby enemies.
Hel-Fire: Striking an enemy creates an Inferno around the yoyo. The inferno rapidly damages enemies and inflicts Hellfire.
Amarok: A frozen aura surrounds the yoyo, slowing and frostbiting enemies.
Yelets: Fires stingers and vines at nearby enemies.
Code 2: Enemies struck can occasionally have their AI messed with, like turning a Tortoise AI into a Passive AI. This affect only happens against normal enemies.
Red's Throw: Occasionally causes a friendly boulder to fall on struck enemy.
Kraken: Striking enemies causes them to get trapped in a Kraken's tentacle, dealing DoT and trapping enemies in place.
The EoC: summons friendly Servants of Cthulu while in flight, which home in onto enemies.

Yoyo Reworks:
Rally now can be crafted with a White String and 30 silk, and 5 Silver or Tungsten bars.
Code 1: Can be crafted with a White String, 100 Gel, and 5 Gold or Platinum Bars.
Gradient is no longer sold by the Skeleton Merchant, instead crafted with 5 Mythril or Orichalcum Bars, 1 White String, and 10 Hellstone Bars.
Code 2: Crafted with Code 1, 5 Titanium or Adamantite Bars, and 8 Hallowed Bars.
The EoC is dropped by Mothron post-Golem now.

If you have any suggestions, I would love to hear them.
 
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My approval.
 
Valor: Striking enemies gives one of 3 buffs for 5 seconds: Hero's Might: Increased damage by 15% and crit chance by 5%. Hero's Endurance: 8 defense and 5% DR. Hero's Speed: 20% increased movement speed.
That is way too good. You can temporarily switch to the Valor and get all of these buffs nearly for free.
The EoC is dropped by Mothron post-Golem now.
This feels arbitrary.

Everything besides those two are perfect.
 
Valor: Striking enemies gives one of 3 buffs for 5 seconds: Hero's Might: Increased damage by 15% and crit chance by 5%. Hero's Endurance: 8 defense and 5% DR. Hero's Speed: 20% increased movement speed.
Valor: Striking enemies gives a maximum of 1 buff for 3 seconds: Hero’s Might: Increased damage by 7% and crit chance by 3%. Hero’s Endurance: 3 Defense and 4% DR. Hero’s Speed: 25% increased maximum movement speed and 10% increased acceleration, with 10% more flight time with rocket boots and wings.

I feel like this is better because, like Clockwork said, it is insanely overpowered. I feel like Hero’s speed was less much less powerful than the others even in this version, so I gave it massive buffs that might be overpowered.
 
Valor: Striking enemies gives a maximum of 1 buff for 3 seconds: Hero’s Might: Increased damage by 7% and crit chance by 3%. Hero’s Endurance: 3 Defense and 4% DR. Hero’s Speed: 25% increased maximum movement speed and 10% increased acceleration, with 10% more flight time with rocket boots and wings.

I feel like this is better because, like Clockwork said, it is insanely overpowered. I feel like Hero’s speed was less much less powerful than the others even in this version, so I gave it massive buffs that might be overpowered.
That is way better. I will change it with credit when I can.
 
Better idea for the Chik: Now can reach everywhere on screen. Instead of having to move the Yo-Yo to hit enemies, it locks onto whichever one your cursor is closest to, and teleports onto them, Chaos Elemental style. Basically it'll always be able to reach and hit foes.
Better idea for the EoC: It starts off weaker, around the strength of an Amazon in terms of damage, and is far smaller than all other yoyos, resembling a demon eye. At 200 damage done, it gets a buff, getting to a normal Yo-Yo size, and dealing damage similar to that of the Gradient. Once it's done 1200 damage (1400 total), it'll stay like that until it lands a crit. Then, its pupil will rip off, resembling phase 2 EoC. It'll have an after image, be able to latch onto enemies (like the piranha gun) and it'll deal damage similar to the Red's throw. Once it's done 2500 damage (3900 total), it'll split into two different yo-yos, orbiting one another. One green, resembling Spazmatism, the other red, resembling Retinazer, dealing damage similar to that of the Kraken. The green one occasionally shoots out a cursed fire ball, and the red one occasionally fires a laser. Once it's done 6100 damage (10000 total), it'll enter its final phase, which resembles the twin's second phase, dealing damage equal to that of the EoC does now. Instead of shooting fireballs, the green one will occasionally let out a burst of flames, in a whirlwind style, with the red one shooting stronger lasers very often. Accessories like the Yoyo bag & glove will not count towards the total damage. It's weak at first, but it progresses as you keep attacking.
 
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