Differentiated weapon concepts

Differentiated weapon concepts
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(Haven’t posted here recently, but don’t worry, I still have plenty of ideas that could either dogwater or actually good)

I noticed some valid arguments some people were having about weapons being that they are somewhat the same in terms of attacks, and I noticed it as well. Twin Swords are just a version of Katana/Saber that has the possibility of dealing more damage with dual slashes and slightly different hitboxes with their dashes. …But they both identically have specifically a slash and a dash move, and are functionally the same with some slightly different abilities.

Many weapons seem to be this way, with even Shining Cycle, Whirlwind, and Raging Impact on certain weapons having similar purposes. (Sure, I guess it’s for ability parity between weapons, but it makes them seem way too similar. I want weapons that serve a designated purpose, especially because we can equip 3.) So, rather than introducing weapon skill changes, and specifically because Vetex is planning to start adding new weapons after all the current skills are done, here are some interesting weapon concepts I came up with that have their own individual functions:

  • Sickle

Sickles are normally agricultural tools, but they were used many times throughout history and legend as weapons of revolution and justice. Their curved blade meant for cutting grain and clearing underbrush was easily adaptable for ripping flesh, and hooking. Sickles would be dual-wielded, and would have a chain looped at the end which is held by the player (Based off of a similar weapon, kusarigama)

Purpose: Closing distance, running denial, movement.

Abilities:

1. Hurricane

Throw both sickles and spin them around you, covering a much larger area than whirlwind but having a negative zone close to you. The hitbox is horizontal with the spin. I know it’s similar to whirlwind, but the point is more of an area denial skill than an AOE damage-dealer. The negative zone would probably have an initial radius of 20 studs around the player, while the initial hitbox size would be 25 studs.

2. Flesh Hook

Throw one sickle at the cursor. What happens on-hit is dependent on a few factors;

If hitting a moving player: Reel them close to you.

If hitting a charging player: Reel yourself to them.

If hitting terrain: Reel yourself towards the terrain.

Works both as a great tool for preventing escape and closing distance, but also scaling mountains, particularly like Mount Othrys or those hellish skyscrapers in the dark sea.

3. Reaping Zephyr

Slice both sickles in front of you across, creating wind that propels you forward. Hitting an enemy with this sends them behind you with reverse knockback.

Additionally, Sickles could either have a specific variation or have direct synergy with Spirit given their spiritual history and being crescent-shaped.

  • Satchel

Medieval Satchels are essentially an amount of throwing knives or other throwable weapons contained within a satchel attached to the hip, or sometimes even calves and shoulders. They would work similarly to the Dagger, but mainly focus on fast and continuous throwing. The player would equip two throwing daggers upon equipment, but visually it would be on the player’s right hip as a satchel.

Purpose: Dual melee-ranged function, High-speed continuous damage and pressure.

Abilities:

M1: Throw a throwing knife with low damage at high speed with low cooldown.

1. Blade Storm

Quickly throw a ton of throwing knives at once, at a spread of 10 degrees, hitting almost like a Surge ability, dealing lower damage multiple times.

2. Twin Blink

Throw a blade forward, then dash towards instantly and catch it, causing a slicing motion in between with the other dagger. If the hit is successful, dash backwards again to attempt to hit twice. The initial thrown dagger deals low damage, but pierces through.

3. Cycling Fury

Throw 3 blades with spinning motions, creating small cylinder hitboxes. They curve towards the initial location of the cursor instead of heading straight for it. On hitting terrain, they bounce once and curve slightly in a random direction again, before disappearing.

  • Pavise

Pavises are one of the largest shields, typically covering one’s entire body. They have flat edges on the bottom, often with spikes or anchors, to allow them to be placed into the ground without moving. Crossbowmen would often hide behind these in order to reload and fire.

Purpose: High blocking power, defensive capability.

Abilities:

1. Almighty Fortress

Propel yourself in the direction of the cursor at a slower speed than the average dash, but also create a gust of wind that applies a blocking effect. Hitting enemies knocks them back.

2. Bulwark

Slam the pavise into the ground. If you are airborne, fall to the ground quickly and deal AOE damage. Upon hitting the ground, the pavise will stay there, and you cannot use any of its abilities until this abilities’ cooldown is over. You can also optionally walk into the Pavise to pick it up to set the other abilities off cooldown (Unless they already were on cooldown), but this ability will remain on cooldown. While the pavise is in the ground, it creates a force in front of it that acts like an extended shield, completely blocking attacks (But not the user’s). This stays put for 1 minute, but can be broken with enough attacks. Enchants like Dense will cause the shield area to be bigger, while Reinforced causes it to have much more health. Imbuements affect the size and health as well.

3. Full-Counter

Swing the shield once. If you are attacked while the shield is in motion, and the attack hits you in front, completely parry the attack and send it back to the attacker as your own attack.

Additionally, while the pavise has additional blocking power, it also decreases movement speed when held. If it is placed, you cannot do anything with it until it is broken or you pick it up, although it remains in your inventory.

  • Crossbow

These are essentially bows with higher draw weight attached to a mount with a firing mechanism, almost like a gun. They typically have stronger firepower and are easier to aim, however they lack in range and fire rate. They would reflect this by having higher damage than a bow, but less range and a higher cooldown.

Purpose: High damage, defensive scenarios, great parity with defensive builds.

Abilities:

1. Splinter

Place multiple bolts on the crossbow, and fire, causing them to travel in a line for half the distance from the cursor and then split into a spread of 5 degree, dealing damage for every arrow.

2. Stake-shot

Load a stake into the crossbow, and fire. The stake deals low damage, but applies high knockback. If the hit enemy hits a wall or the ground, they are stuck to the wall for 0.5s.

3. Brutal Stock

Dash towards the cursor, and grab. Upon grabbing, hit the enemy with the stock 3 times, then propel yourself off of them with your legs and fire a bolt, launching them away.

  • Blunderbuss

Blunderbusses are short muskets with wide bores and a flaring muzzle, specifically used to fire scatter shot at close range. Would effectively act like the shotgun of the gun group.

Purpose: High close-range damage, movement and versatility.

Abilities:

1. Boomstick

Overload the blunderbuss and fire, instead causing a large explosion in front of you with shrapnel flying in a huge spread. Deals very high damage but also deals self-damage.

2. Slug-shot

Load a slug bullet into the blunderbuss and fire, dealing high damage in a short-traveling, gravity-effected projectile that explodes after a distance of traveling or upon hitting terrain/enemy.

3. Blastoff

Overload the blunderbuss and fire behind you, creating a smaller explosion that launches you upwards and forwards (Also visually sends you spinning.). While airborne, use it again to launch yourself downward and forward. Shares a cooldown with abilities like Sword Step and Spirit Walk.

Some abilities like Cycling Fury would be hard to implement, and could probably benefit from a better replacement – but the point here is to try and make new weapons that have new functions rather than sharing very similar abilities across weapon types, not just adding these specific weapons (They’re mainly just ideas for function specialized weaponry). What do you guys think?

We bringing down da capitalist dystopia with this one :speaking_head: :fire: :100:

hammer and sickle vs musket and flintlock, who’s gonna win?

That is actually one of the core misconceptions about crossbows; They have a slightly weaker penetration/energy output/'fire’power than bows of the same time period.
Why that is would be due to the smaller length of their string, causing less kinetic energy to be released into the bolt. Their only real appeal in history were their size (and therefore ease of carry, concealment, etc.), their skill requirement (making them more common as more people can use them instead of a bow), and their ability to be loaded/prepared in advance (unlike a bow).

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I was under the impression that they had better penetration power but less overall range, although regardless that’s typically how they’re viewed in some fantasy settings.

Crusaders were fucked up by the Arabic longbows that could penetrate their armor
Longbows when

I like the sickle as a grappling hook function
Would finally have something else other than eagle patrimony