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Post by TheSeaweedDoctor on Jan 20, 2010 19:52:40 GMT -5
Whipper would carry a whip around. The whip would do a little less damage then Boxers or Gladiators, but would reach farther and would be a lot more flexable and bendable. It could hit multiple enemys at once. Also maybe it could pick up small enemys and though them by picking them up with the wip.
Its time Stick Ranger got a new class already.
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Post by shadowsrandom on Jan 20, 2010 19:59:47 GMT -5
How's about, with the increased range, instead of picking up them, it'll give a knock-back effect?
It's only reality to cringe back if a whip hit's you in the face.
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Post by Rabidbadger on Jan 21, 2010 14:12:00 GMT -5
Maybe you could have a power whip that holds an enemy in place and damages them for a bit of time (On magic attack).
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Post by shadowsrandom on Jan 21, 2010 20:19:11 GMT -5
Maybe you could have a power whip that holds an enemy in place and damages them for a bit of time (On magic attack). There's a thing similar to that it's called the freeze element. A simple freeze whip would do fine.
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tackew
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Post by tackew on Jan 29, 2010 19:34:48 GMT -5
I like the knockback idea
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Post by shadowsrandom on Jan 29, 2010 22:31:17 GMT -5
Whipper should have a slightly longer range then the Gladiator with a long sable and a Long sword card.
It'd be the only class to have a knock-back effect. This is what the whipper's attacks should revolve around, K.B. Certain whips may have different knock-backs, (Sliding, short jump, high jump, long jump, etc) And along with those there could be "Strong" whips and "Quick" whips, Quick whips having a low AGI and small K.B.'s Strong whips having a high agi and big K.B.'s
I'll speak for the freeze whip right now. It should be a slide effect, It'd make sense, they'd freeze and slide away and regain...unfreezeness?
Should I go on with my ideas or am I just speaking nonsense? I'm tired and it's late.
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tackew
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Post by tackew on Jan 31, 2010 15:36:10 GMT -5
very good idea, unique too
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Post by shadowsrandom on Jan 31, 2010 23:02:30 GMT -5
very good idea, unique too Think so? I'm flattered. I'm just trying to make this game better then it already is. More Ideas: Whips don't have a good effect underwater. Unless a boss is small, there will be no K.B. effect. - Whips could probably have a %chance of K.B. seeing that a knock back each hit would be cheap and end up spamming in the right corner of the screen. Each whips would have there own chance, I guess. I'm tempted to have another thread made to organize all these ideas better. =\ But I don't wanna be a "Idea" stealer, persay. (Unless I have his say so.)
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rubiksmaster123
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Post by rubiksmaster123 on Feb 1, 2010 16:14:24 GMT -5
well, then we could pwn the opening street ppl that don't have a ranged attack.
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tackew
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memes ftw, Its over 9000, this is Sparta, RAWR
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Post by tackew on Feb 1, 2010 17:29:13 GMT -5
(random whip idea) critical whip- high damage, 1% of knockback, knockback-100 pixels i dont know, thatd just be awesome
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Post by shadowsrandom on Feb 1, 2010 21:57:44 GMT -5
well, then we could pwn the opening street ppl that don't have a ranged attack. So can rangers and priests and magicians. This class wouldn't be very useful in some areas in the game. So they can't be abused. Such as ' ' Even with a low agi whip/K.B. You're STILL screwed. It's a different type of approach to classes. The less.. the better.. Kinda... - whips lose there K.B. in water. - Hard to contain large groups. ...God I want to say more but I'm kind of out of ideas at the moment.
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Post by TheSeaweedDoctor on Feb 1, 2010 22:16:38 GMT -5
So yes I started this thread, i'm going to organize everything. Whipper would carry around a whip, have a longer range then boxers or gladiators but do a little less damage, but the whip would be very flexable. Long Swords card would also work with whip. Whippers could whip enemys and knock them back a little. Would whip slower then in water then on land. Add more if you need to.
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Post by shadowsrandom on Feb 2, 2010 8:33:46 GMT -5
All of those are great EXCEPT, whips being slower in water. If that's the case, shouldn't rangers be completely useless in the water?
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Post by TheSeaweedDoctor on Feb 2, 2010 10:56:07 GMT -5
Ok Whips would NOT go slower in water
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Post by shadowsrandom on Feb 2, 2010 12:07:30 GMT -5
(random whip idea) critical whip- high damage, 1% of knockback, knockback-100 pixels i dont know, thatd just be awesome Sounds pretty good, but I think it should be called an explosion whip. A "critical" whip would cause confusion with the crit card.
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Post by shadowsrandom on Feb 2, 2010 12:32:26 GMT -5
Btw here you go. _________________ New Class: Whipper Style: ranged-melee Ability - Knock-back (Certain % chance) Weapons: (So far) - Freeze whip - Explosion whip
Certain whips have different Knock-backs, (Sliding, small jump, far jump, high jump, etc) K.B. length is lowered in water, and so is the chances. Unless a boss/enemy is a reasonable size, it will not be knocked back.
Cards that would work with the Whipper: Quick's Card - Increased whipping Long Sword's Card - Increased length of whip Explosion's Card - Increased chance of K.B. Critical's Card - Increased chance of AT Berserk Card - Increased AT, decreased DF Vampire's Card - LP recovery per hit ONIGIRI's Card - Chance of ONIGIRI drop Gold Rush's Card - Chance of GOLD drop
Crystals that would work with the Whipper: (No desc. needed)
Black Crystal Silver Crystal Red Crystal Yellow Crystal Purple Crystal
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rubiksmaster123
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Post by rubiksmaster123 on Feb 2, 2010 21:34:30 GMT -5
mach whip. that awesome.
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Post by shadowsrandom on Feb 2, 2010 21:40:32 GMT -5
and cheap, unless the K.B. was really small. Even then, the whip would make the enemy levitate, assuming it's going that fast.
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tackew
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Post by tackew on Feb 3, 2010 17:41:28 GMT -5
of coarse a normal whip - low dmg and knockback fire whip- goes through enemies with 2-8 fire dmage this whip would go slower, more effective safety whip- knock backs user about a fifth of the time and knocks the enemie back a fifth of the time lash whip- high damage medium knockback thats all i have for now...
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Post by shadowsrandom on Feb 3, 2010 18:41:47 GMT -5
of coarse a normal whip - low dmg and knockback fire whip- goes through enemies with 2-8 fire dmage this whip would go slower, more effective safety whip- knock backs user about a fifth of the time and knocks the enemie back a fifth of the time lash whip- high damage medium knockback thats all i have for now... Normal whip, average starter damage, and 5-10% chance of K.B. (small jump) Fire whip - drops 1 fire patch/or works like the priest's flame staff, with 5-10% K.B. (average jump) As for the safety whip, no. getting flipped backwards won't help at all. (lash)Steel whip - High damage 3-8% chance of K.B. (far jump)
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