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Found 2 results

  1. (This is an edit from a post I made already in the "Suggested Game Ideas From Fans" board) As of right now I played my fair share of Grounded since it's release and every time an update is made I restart a new game. From what I've learned its easy enough to get Tier 1 items, REALLY hard to get Tier 2 items and a breeze to get Tier 3 items. I personally think the weapon selection is a little bit unbalanced, the weapon types selection is rather large but there's no to little reasons to select anything else than a club to fight. Since I'm not a club type kind of guy because I think they take too much stamina and are pretty slow I would love having more flexibility when choosing a weapon type, more than based only on the output damage value itself. I think balancing the weapon selection by using different mutation effects would give the player more reasons to chose an other type of weapon and would add to the "playing with friends" experience since every player could develop a specialization. For exemple: Javelineer lvl 1 10% extra damage lvl 2 20% extra damage plus 10% more attack speed with spear type weapons lvl 3 30% extra damage plus 25% more attack speed and 40% more attack speed under water with spear type weapons Assassin lvl 1 10% extra damage lvl 2 20% extra damage plus stun ability with dagger type weapons lvl 3 35% extra damage plus stun ability and permanent poison when striking with dagger type weapons (Mutation poison effect stack up with poison effect from gear like spider fang dagger) Chopper lvl 1 10% extra damage lvl 2 20% extra damage plus reduced stamina needed from strikes by 10% with axe type weapons lvl 3 30% extra damage plus reduced stamina needed from strikes by 20% and continuous striking with axe type weapons (Like spears and daggers) Barbarian lvl 1 10% extra damage lvl 2 20% extra damage plus damage received when blocking reduced by 40% with club type weapons lvl 3 30% extra damage plus damage received when blocking reduced by 75% with club type weapons Smasher lvl 1 10% extra damage plus 15% more attack speed with hammer type weapons lvl 2 20% extra damage plus 25% more attack speed and drop insects defense by 15% (On shell type insects) with hammer type weapons lvl 3 30% extra damage plus 35% more attack speed and drop insects defense by 40% (On shell type insects) with hammer type weapons Sharpshooter lvl 1 10% extra damage lvl 2 20% extra damage plus 10% more attack speed with ranged type weapons lvl 3 30% extra damage plus 10% more attack speed and first hit on enemies stun them for 3 seconds with ranged type weapons I hope my suggestion doesn't sound too overpower I had in mind to not give too much power to mutations. The idea behind was essentially to add more personality to each weapon types and smooth the difficulty curve to get from Tier 1 items to Tier 2 by using a bit of grinding.
  2. One of the topics that was touched upon in the weapon mechanics thread was the amount of weapon types. I thought it'd make for an interesting poll question. How many weapon types would you like to see in the game? And just how different should they be? 1. Small weapon selection, but each type offers a unique playstyle and has a different animation. E.g. Rapiers utilize quick thrusts, and emphasise mobility in combat. Against heavily armoured opponents, however, a greatsword would be a better choice. 2. A good amount of weapons, divided into subsets (weapons in a subset behave identically). E.g. All polearms would be handled the same (similar reach, damage, animation etc.). 3. Large variety of weapons, but with little difference between them. Self-explantory. Each solution has its merits, what's your preference?
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