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Suggestion: Daggers melee set


biostem

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So one thing that I've felt is lacking from the melee sets is one that uses weapons that are very close-up, fast, yet not overly flashy.  Now, the set I'm proposing may seem very much like claws, but I think it could have a very interesting mechanic, (if doable).  Basically, it'd work like this:  When you attack, each power gets a brief window of about 1-2 seconds before it goes into cooldown.  You can then press the attack again to make another strike.  The catch is that each such strike applies a self damage debuff to yourself for a short period of time, (maybe only 3-5 seconds).  If you do not trigger the attack again within that small window, then it goes onto cooldown as normal, and no self-debuff is applied.  Thematically, this is to represent you going into a stabbing frenzy/flurry of attacks, but becoming fatigued in doing so, (think of the old adage "the first cut is the deepest").  Similar to other sets, you could also mix in a ranged attack or 2 and a utility power, (maybe like a parry or follow-up).  What it boils down to is the flexibility to have an unbroken attack chain or higher burst damage.  What are your thoughts?  Thanks!

 

Daggers:

1.  Lacerate - A basic slash with your dagger, dealing minor lethal damage and with a fast recharge

2.  Thrust - A more precise attack with your dagger, dealing moderate lethal damage, also with a fairly quick recharge.

3. Stab & slash - You thrust both of your daggers into an enemy in front of you, then violently slash them in opposite directions, dealing moderate damage in a 90 degree arc, with a chance to cause a DoT.

4. Build up

5. Distracting dagger - You throw a dagger at your foe, distracting them for a brief moment, thereby reducing their chance of hitting you and increasing your own damage, as you take advantage of them not paying full attention.  Medium range, minor lethal damage, with a moderate recharge.

6. Taunt/Confront

7. Fan of daggers - You throw several daggers out in rapid succession, in an arc in front of you.  Moderate lethal damage and recharge, with a chance to lower the enemies' defense.

8. Twisting wound - You violently stab both daggers into your opponent and twist them, dealing high lethal damage with an additional DoT component.  This attack also applies a healing/regen debuff on the target.  High lethal damage, long recharge.

9. Executioner's second wind - This attack deals high lethal damage and removes the debuff from using the repeated attack/frenzy effect inherent to this set.  High lethal damage, long recharge.

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I like the idea of a super quick, close dagger set, with throw attacks too. The gimmick needs work though..you get a debuff just for NOT attacking fast enough? That would really favour secondaries with +rech and recovery.  And it would need some kind of benefit too offset it..combo stuff with added effects perhaps?

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Personally I don't like the second build up being a thing. Build Up-Distracting Dagger-Fan/Exe/Twist. Bit much.

 

I feel like adding in a second layer gimmick would work really well at that point. Like Poisoning your weapons as an option to change damage types or add status effects.

 

Nothing fancy or huge. Nothing to make the set dish out significantly more damage... just different Blade Coatings you could play with. 

 

1) Flame Blades. You literally add a viscous burning material to your blades that makes them do 50% fire damage, 40% Lethal, reduces enemy accuracy by 2-4% per strike. Add a Minor Fire DoT to make up the 10% loss.

 

2) Poisoned Blades. Changes 30% of the attack's damage to Toxic, adds chance to Hold.

 

3) Shocking Knives. Changes it to 60/40 Energy/Lethal adds chance to Stun.

 

The Coatings are a fun little way to play with enemy resistances, and depending on your team could help you stack controls or set off oil-slicks and such.

 

And then you can play with different Weapon Customizations and Alternate Animations for players who want to use things like Tonfa or Flaming Fists. Same general animation, but the wrist straight instead of bent.... could be fun!

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There are already daggers in Dual Blades. Multiple daggers, in fact! Faer Dagger, Dragon Dagger, Redcap Dagger, Tanto, Sai... even this game's Wakizashi are too short, making them also daggers by technicality!

 

And in Claws, there is the 'Flat Blades' model, for all you Assassins out there with a Creed.

Edited by Crysta Clear
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I like the dagger set idea. But, as mentioned, we already have a bunch of dual knifey sets already. So maybe instead of daggers, you poke your opponent in the chest with your fingers.

 

Criticals or Fury can cause a staggering back effect - not like knockback, but it forces the opponent to step back. The pokes do psionic damage and the opponent is incapable of attacking back. However, each chest poking attack builds up levels of Anger in the opponent. After four levels, the opponent can do it's biggest attack at 200% damage and with a +50% to hit buff.

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18 hours ago, Razor Cure said:

I like the idea of a super quick, close dagger set, with throw attacks too. The gimmick needs work though..you get a debuff just for NOT attacking fast enough? That would really favour secondaries with +rech and recovery.  And it would need some kind of benefit too offset it..combo stuff with added effects perhaps?

No - If you use the power again in that window before it goes on normal cooldown, then you get the debuff.  In other words, you can attack faster, but you suffer a self-damage debuff, or you can attack at a "normal" pace and avoid it.

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6 hours ago, Crysta Clear said:

There are already daggers in Dual Blades. Multiple daggers, in fact! Faer Dagger, Dragon Dagger, Redcap Dagger, Tanto, Sai... even this game's Wakizashi are too short, making them also daggers by technicality!

 

And in Claws, there is the 'Flat Blades' model, for all you Assassins out there with a Creed.

Yes, but those are used in a very showy way and mainly involve slashing attacks.

Edited by biostem
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