XaiJu
Shattered Pixel
Shattered Pixel

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Weapons and Shop Items | Patreon Poll #40

Hey Patrons, I have two questions for you this time!

Based on the results of Poll #39, v2.1 is going to have some new weapons, and some improvements to shops. This poll is about getting some more specific info on each of those. I’ve got three different pairs of two weapons on offer, and an extra question about whether shop items should be in an interface or on the ground.

The winning choices will be implemented into v2.1.0!

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Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice.

All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!

Weapons: Sickle and War Scythe

A slightly simpler weapon to start. The Sickle(T2) and War Scythe(T5) would both trade a bit of accuracy in exchange for more damage. These would make particularly great surprise attack weapons or synergize well with builds that boost accuracy.

The Duelist would get to use Harvest with these weapons, an ability that costs 2 charges, is guaranteed to hit, and deals bleeding instead of regular damage. This would result in a massive amount of damage per hit but dealt over a slightly longer period of time.

Weapons: Spiked Club and Spiked Maul

The Spiked Club(T2) and Spiked Maul(T5) are more aggressive weapons, gaining some bonus damage in exchange for REDUCING your damage blocking. These would perform well on builds where you plan to kill enemies very quickly, or where you have so much armor anyway that trading a bit for more damage is worthwhile.

The Duelist could perform a Reckless Strike with these weapons. This ability costs 1 charge, is guaranteed to hit, deals significant bonus damage, but applies vulnerable to the Duelist for several turns. An excellent move, so long as you don't give the enemy much chance to retaliate.

Weapons: Pike and Lance

And finally here’s something a bit more exotic. The Pike(T2) and Lance(T5) are sort of ‘inverse reach’ weapons, they both get +1 range, but penalize the player against enemies that are directly adjacent to them. I haven’t settled on a penalty yet, it could be an accuracy/damage reduction, or perhaps the weapons would passively reduce your damage blocking, such that adjacent enemies get stronger hits in. I do worry that these will compete a bit too heavily with the Spear and Glaive though.

The Duelist could Charge with these weapons, spending 2 charges and rushing toward an enemy that is at least 2 tiles away. This will put her next to that enemy, knock them back one tile, and deal bonus damage based on how far the Duelist travelled.

Shops: Items on Ground or Not?

A small supplemental question, as last month’s poll caused quite a few Patrons to reply with “I actually like the idea of item’s being in the interface!” This time around I’m asking a direct question about it, so I can more clearly gauge what the majority of people actually want. In short: When shops are improved, should shop items stay as items on the ground, or should purchasing items be entirely moved into an interface? It’s worth noting that moving items out of the ground would free me up to possible do other things with shop visuals, I definitely wouldn’t want them to just turn into big empty rooms.

Comments

If it was exceptionally slow and hard-hitting, it wouldn't be a direct copy :)

Julian Austin

I'd rather not have it just be a copy of the whip, especially as being a T3 is part of the balance for that weapon. Clearly T5 is not the place to add another reach weapon though.

Shattered Pixel

Adjacent attacks like this are deceptively weak, which is why I don't usually add them. You really don't want to let multiple enemies attack you at once. For example, an attack that hits 3 adjacent enemies for full damage sounds amazing, but often it just ends up being marginally faster than fighting 3 one-on-one battles, with pretty much the same end result.

Shattered Pixel

I think it would be cool if Harvest was able to hit all adjacent tiles around the player, or at least two tiles adjacent to the main strike zone. Just makes sense with the image of a scythe arcing through a big swing. Limiting the range to just tiles adjacent to the player would ensure it isn't just a copy of the whip's Lash ability.

Pug_luvr

The lance could be a higher tier whip, rather than competing with the glaive?

Julian Austin

I'll have to try that

Pug_luvr

see i do things super backwards because i weird like that lmao, as mage/warlock i stack shield battery with decent defense from items and try to hit lots with low dmg weapons to maximize healing

Alyx

When I play fima I try to kill the bad guys before they get any hits in, so I would be very interested in the spiked maul

Pug_luvr

Quick meta breakdown for my pollsters, TLDR at bottom. This is, of course, opinionative. Scythes - most melee based builds will enjoy this one, and you should always be surprise attacking anyway. Ring of accuracy fixes like flail. The tier 2 version may be good for monk. Spiked - would be one of the best for high challenge runs, specifically Faith is my armor. otherwise is overall useful for all heroes. The duelist ability compounds this further and should be very powerful. Depending on the T2 damage bonus it could be a BiS for monk. Pokey Sticks - Can't fully say, but they sound like they can be simply better spears, outside of builds demanding the extremely high damage of spears like assassin. Overall would be useful on many classes, but it depends on the penalty. Duelist ability sounds really fun, but probably better for champion. TLDR; Scythes - more damage, less accuracy, duelist ability is 2 cost guaranteed hit but bleeds Spikes - more damage, less blocking power, duelist ability is guaranteed hit, ++dmg, applies vulnerable to duelist Pikes - +1 range, may be less accuracy or damage if enemy adjacent, OR lowers blocking power (undecided), duelist ability is 2 cost to use an enhanced rapier ability that is instead 2 tiles away, knocks back and bonus dmg based on tiles traveled

Veek

I like the pike and lance weapons ideas, it would mean more strategy involved…perhaps stunning the enemies when next to a wall while using Charge would be interesting :)

Juan Coronado

i love all of these concepts <3 but my FIMA ass could never use the spiked weapons lmao i need as much armor as i can get :P

Alyx


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