2011-07-15, 22:21:11
I think all new items should be offensive in nature, to keep pushing game time down. Anything that is strongest when used defensively at a CP will slow down the game.
I think a neat item idea would be a sort of teleport pusher item. So if an airship is carrying a teleport pusher, then any enemy that tries to TP next to the airship would get pushed back 600 units, making it harder to use extreme close weapons like poison. Hmmm that probably shouldn't work on CP teleports, eh?
Items that replicate existing skills (non-ultimate skills!) are generally safe to implement balance-wise. A neat item might be a bounty item that works like Hunter's skill, giving more bounty each time the carrier kills an opponent.
Another skill-replicating item could be an upgraded net ability with a cooldown and better range (and no charges, just reusable).
How about an upgrade for mine detector kit that makes the carrier immune to all mine damage? That would make the diffuser kit useful end game when some teams just mine their entire base and drag out the ending an extra 30 minutes.
Maybe a blueprint to combine 3 similar early-game weapons: like combine 3 fear magic into something that only uses one slot. Maybe combine 3 star shooters.
OMG blueprint upgrade for multibow. There is an item that never sees late game play, but with a proper upgrade (damage + range?) could be useful in seiging bases.
Anyway I could do this all day. I'll spare you a 3 page post. Cheers!
I think a neat item idea would be a sort of teleport pusher item. So if an airship is carrying a teleport pusher, then any enemy that tries to TP next to the airship would get pushed back 600 units, making it harder to use extreme close weapons like poison. Hmmm that probably shouldn't work on CP teleports, eh?
Items that replicate existing skills (non-ultimate skills!) are generally safe to implement balance-wise. A neat item might be a bounty item that works like Hunter's skill, giving more bounty each time the carrier kills an opponent.
Another skill-replicating item could be an upgraded net ability with a cooldown and better range (and no charges, just reusable).
How about an upgrade for mine detector kit that makes the carrier immune to all mine damage? That would make the diffuser kit useful end game when some teams just mine their entire base and drag out the ending an extra 30 minutes.
Maybe a blueprint to combine 3 similar early-game weapons: like combine 3 fear magic into something that only uses one slot. Maybe combine 3 star shooters.
OMG blueprint upgrade for multibow. There is an item that never sees late game play, but with a proper upgrade (damage + range?) could be useful in seiging bases.
Anyway I could do this all day. I'll spare you a 3 page post. Cheers!