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Tiy question for community: Ideas for weapon mods

Discussion in 'Starbound Discussion' started by NewLiar, Dec 11, 2012.

  1. NewLiar

    NewLiar Scruffy Nerf-Herder

    [23:39] <@Tiyuri> ok guys so
    [23:39] <@Tiyuri> fun question for you
    [23:40] <@Tiyuri> When melee weapons are marked as uncommon, rare, legendary, etc
    [23:40] <@Tiyuri> they get special "mods"
    [23:40] <@Tiyuri> things like
    [23:40] <@Tiyuri> they steal health
    [23:40] <@Tiyuri> or they send out a shockwave
    [23:40] <@Tiyuri> so give us your idea
    [23:40] <@Tiyuri> for more mods
    So post your ideas here, so Tiy can take a look at them!


    Made a list of every idea in this thread so far (Last update: 13 Dec 2012 - 19:48)
    If you have some ideas, please read this list before posting.

    • A sword that has a % chance of turning an enemy into an item on death. (I say sammich sword)
    • "Deflects projectiles when swung at them" <-- Must be timed skillfully to be valid.
    • Waves of damage that roll along the ground
    • A grappling hook that hauls enemies into it's range.
    • A blade that vacuums enemies in an area into it's range
    • possibly one that steals movement speed and adds it to yours.
    • Enemies killed by it explode.
    • How about they inflict poison or could burn an enemy?
    • a knock back effect
    • a mod for melee weapons to let you throw your weapon (for example a sword or knife) like a boomerang. (mod for spears, but they don't return. Throw, pause, regenerate in hand. Bit slower but more damage, I'd figure! Maybe it would be an alt-fire, so you could still swing it normally, if it were a 2-hand spear. Left swings, right throws.)
    • Health/energy leech
    • Stun
    • Root (can't move but can still attack)
    • Acid (armor debuff)
    • Vulnerability (increase damage taken debuff)
    • Increased attack speed
    • Blindness (decrease sight/awareness range)
    • A sword that glows blue when enemies are near.
    • A mod that makes enemies drop more loot upon death.
    • A melee weapon that shoots projectiles when you swing it
    • [Chance of] Freeze enemy on hit
    • Decreased damage (taken from enemy)
    • [Chance of] Confusion (Causes enemies to perform wrong actions)
    • [Chance of] Convert enemy to ally temporarily
    • Increased vertical knockback (throws enemies upwards)
    • Decreased/removed horizontal knockback
    • % chance to turn non-boss enemies into bunnies, or perhaps bacon.
    • Enemy flee chance
    • Radioactive effect: slowly increases a dot on an enemy, acts like poison. Bonus: glows in the dark
    • Valerian effect: calms enemies, turns them passive for a time. Might be nice on a plant-like weapon.
    • Guardian effect: the more you hit enemies, you and your allies get a bonus for defense that increases towards a predetermined cap.
    • Grasping/Pulling: Hits with this weapon have a chance to pull your enemy towards you. (If not too heavy.)
    • Hypothermic/Icy: Typical "Cold/icy" status effect. (Possible Tie-in to the needing to keep warm survival element? You could, with this weapon, increase the need for warmth) AND OR Cold Element, if elements and resistances are in the game.
    • Hungry/Malnourishing: Reduces stamina / increases hunger bar
    • Anti-gravity: Hits with this weapon have a chance of reducing gravity on the target. (Combo with knockback or pull forward for increased effective.)
    • Burden/Super-gravity: Drastically increase gravity, making jumping much less effective.
    • Biologic/Living: Has a chance to create a pool of dangerous bacteria/poison that the target will take damage if standing in.
    • Nova: Has a chance of a % of weapon's damage being inflicted as AOE damage to nearby targets.
    • Anti-matter: Has a chance to bypass a % of the target's armor.
    • Lucky: Increased crit chance. (If we have crits.)
    • Aquatic: Chance of creating a small pool of water at the target when you hit.
    • Magnetic wave: Slows down opponents more depending on how heavy their armor is.
    • Power charged: Deals lightning damage if the foe blocks with a weapon or a shield
    • Theif: Takes the power of one of the foe's weapons or attacks when it hits them. (Not permanently!)
    • Lunging: You move forward when you swing this weapon.
    • Monsterous: Deals more damage the more often it hits the foe.
    • Encrusted: Deals more damage to creatures below 50%.
    • Launching: Knocks YOU backward when you hit someone. (Good for escape plans!)
    • Molten: Leaves scalding puddles on the ground that burn opponents.
    • Solar: Is stronger during the day.
    • Lunar: Is stronger at night.
    • Backstabbing: Causes foes to be attacked by their allies! In PVP, the afflicted person apears under a different name, similar to how the spy from TF2 works, only backwards.
    • Reflective: Can bounce back projectiles when swung.
    • Shattering: Causes shards to go flying through the air when it hits somthing. (Does not destroy the weapon!)
    • Arcing: If there is another opponent close by when you hit one, electricity will jump to that one. (Option: This continues until there are no more nearby enimies.)
    • A weapon that has the chance of creating a shield around you for a short time (perhaps triggered when you take damage).
    • Teleportation (enemies are teleported somewhere else, but not too far away)
    • AOE attack that sucks enemies toward the center but no damage (Black hole)
    • Create a dummy that turns into a trollface that explodes if someone attacks it.
    • A chance to cloak [turn invisible] for a short time after a hit. (Soup: Actually that's a really great idea. It could create a dummy clone while making you invisible so your enemies will attack the clone while you go for a backstab.)
    • Fuzzy toy: Hitting a target summons kitties to attack the target. Each kittie does 1 damage per second and cannot die (Clings to target)
    • A sword that has a chain on it so it can be thrown like a flail.
    • Confetti - Causes the target to explode into confetti on death.
    • % chance of enemy turning into low-health, temporary, allied form of itself upon death.
    • Fearsome- Scares away weaker enemies
    • Negotiative?- Lowers shop prices?
    • Abillities that make the sword glow near enemies, ore, or treasure
    • A sword that has a chance killing every enemy near you, but it only works every so and so minutes.
    • A gun that shoots a hologram of your character at the targeted location to draw aggro. Dies in one hit.
    • Swords with different appereances. As you kill more enemies it gets an aditional appearance , lets say 10 being the limit. You can use any skin you have unlocked for your sword.
      These swords would be extremely rare and only a few would exist. They would work as vanity items.
    • Warding - Critical strikes cause your shield to automatically block the next incoming attack, allowing you to continue attacking without having to stop to block. Accompanied by a visual effect to let you know that the ward is active and when it has been used.
    • Charge: Each kill adds 1 charge to a weapon. Each charge adds +X to Y, where Y is a weapon factor [attack speed/damage/velocity/etc]. The number of charges maxes out at Z%. Killing an enemy when the amount of charges are maxed out will reset the charge value to 0. Charge count slowly decreases when no enemies are killed within a certain amount of time.
    • Beast: Each kill adds 1 charge to a weapon. Each charge adds +X to Y, where Y is a weapon factor [attack speed/damage/velocity/etc]. The number of charges maxes out at Z%. Charges reset when player receives damage from an enemy.
    • Guard mod: Hold the attack button will place the sword in a guarding position, successfully blocking an attack exactly like a shield would. To balance this effect, maybe the mod could allow you to block attacks WITHOUT charging the white meter-thingy that also boosts your damage the more consicutive times you block, or possibly allow you to only block a percentage of damage instead of 100% of damage dealt to you.
    • Vocal - Weapon occasionally speaks, berating you for your failures, pointing out the obvious and making crude jokes about your mother. May attract the attention of enemies.
    • Blood thirsty - Chance on kill the weapon will provide the character with the "Blood Drunk" buff. Providing a 25% damage buff coupled with a 20% chance to miss outright. (Alternate (negative) Affects
      • Blurs the screen.
      • Reverses Control scheme.
      • Spatters the screen with blood)
    • Unreliable - When striking an enemy the weapon has a small chance of dealing only half-damage, plus an even smaller chance of inflicting none at all.
    • "Oiler" coats the enemy in oil, making them take double damage from fire and lasers.
    • Risk mod: Sword does 20-30% more damage than it otherwise would, with a 5-10% chance of it doing 0 damage per every swing/shot.
    • Extendo sword.
    • Chance to reverse the enemy's movement controls. If used on an NPC, the NPC would.. run around like a drunk.
    • A 'Dice' buff. Each time you hit someone, one of six effects would activate. 6 could do double damage, while 1 could do 50% to yourself and your opponent, other things would have positives/negatives as well.
    • Polymorph
    • Swarm - Your melee strikes have a chance of summoning a horde of flying insects that will torment your opponent from 5 to 10 seconds. During this time, your foe will be under the effect of two debuffs - accuracy rate is reduced (ranged attacks are innacurate - should a player be under this effect, the cursor would not stand still) and armour points are decreased by half.
    • Soultaker - Killing blows have a chance of recharging 25% of both your current health and energy points.
    • Maybe a weapon could have a chance at putting your enemy to sleep!
    • Thundering - Chance on hit to produce a loud CRACK!, Confusing enemies for a short time.
    • Luxurious - Weapon is worth more to vendors. Yay!
    • Phantasmal: (1-handed weapons only) You cannot hold another item (in your hands) when wielding this weapon; instead, when this weapon is equipped, you gain a copy of it in each hand.
    • Protective: When swinging the weapon, the weapon is swung as if you were facing left AND right.
    • Rebellious: Deal Triple damage, but take 1% of the damage you deal with this weapon to yourself.
    • Rocket Jump: Allows the player to rocket jump, with the damage and everything. Probably a rare one on high-tier equipment.
    • Paint mod: changes the color of an enemy when hit. There would be different colored versions.
    • Chance on hit to transform the weapon into a bigger, better one for x seconds.
    • A sword to what ever it kills turns into a statue - except bosses. (Could be called Medusa.)
    • Catalytic: All damage taken by the target is passed on to any other enemies that also have this effect from your weaponry. Lasts a comparatively short time.
    • Marking: Any enemies hit by the weapon emit light for a short amount of time.
    • Viral: Enemies spread this effect (applied on hit) and any other negative effects on themselves to other enemies on contact.
    • Chaotic: The weapon changes size, damage, and attack rate after every swing/shot.
    • Honorable: The weapon applies a "Dueling" effect to only a single enemy at a time. Only that enemy can be hurt by the weapon while the effect is active.
    • Therapeutic: The weapon applies a healing-over-time effect on the target after dealing damage.
    • "Phases" the opponent away for a period of time. They can't move, but they don't give or take damage. Wouldn't work on "bosses". Could be represented by making their sprite partially transparent, perhaps. A smart player could combine this with ranged weapons for maximum usefulness. If that seems a little too overpowered, you could make it so the opponent phases in and out for a few seconds after the initial effect wears off, making it harder (or even impossible) to hit them with ranged weapons.
    • Ethereal/Ghostly/Phasing blade. Simply put, it will let you hit targets through a wall. Might be a bit too OP, but it's a thought.
    • Slippery (could be combined with an ice effect). Your opponent is knocked back, and suffers from decreased friction. They slide away from you and will have issue gaining speed to approach you. If the effect lasts long enough it could make it so dodging your opponent rather than hitting them again will cause them slide off in the other direction.
    • Synchronization: The more teammates you have running a weapon with this buff, the more damage everyone does! Hurrah teamwork! Might need to be range-limited.
    • Pet-Directing: I'm not sure how pets will work, but if they can attack and if you can't direct them normally, it might be nice to have a weapon ability that will "paint" a target for your pet to attack!
    • I want a sword that has 2 extra hands for quillon/hilt, that hold a dagger each. You know, a Two-handed Sword.
    • [Handmade]: Has a higher chance of critical, but also a higher chance to miss
    • [Kinetic generator]: Recovers 1 Energy every time it swung.
    • [Armor-piercing]: A chance to ignore enemy's shield.
    • [Mutagene]: Moderate chance to replace a part of attacked mob with any other procedurally generated part (IDK how it would work but sounds great :virorb:)
    • [Cloning]: Moderate chance to create player's clone on hit. Clones will fight for you, but disappears from a single hit dottebayo!
    • Starcall when you kill an enemy with the MELEE weapon it has a chance after a short delay the corpse will sparkle purple and a purple star comes out thesky what does half the damage of your melee weapon? with a not to big explosion radius
    • Gunblade, On hit effect: 10% chance to fire your gunblade after succesful attack, dealing tripple damage, and stunning the target for 1.5 sec.
    • Your weapon could be extra heavy, or have rocket boosters strapped to it speeding it up, causing a tremor upon impact with the ground, causing AOE damage and possibly stunning nearby enemies and causing flying enemies to drop to the ground.
    • Shifting: Causes opponents hit by this weapon to go invisible for a few seconds. It's not very helpful, is it?
    • Insane: Puts an "insane" token on the foe. The more insane tokens they have on them, the more likely they will hallucinate, get vision ailments, and do things they did not intend to do.
    • Forgiving: Deals more damage the LESS it hits someone.
    • Chronic: Things hit by this weapon either slow down or speed up. (Including projectiles)
    • Snowball Effect: Projectiles get larger the more the crash into.
    • Temporal: Does an after-strike for a slight amount of damage a second after the original strike in the same location.
    • Chronic: Things hit by this weapon either slow down or speed up.
    • Material field: Lays a field of small objects that give an effect, such as damage, slowing, poison, healing, etc, where you swung the object.
    • Sprouting: Saps health from opponents, but can be removed my not standing still.
    • [Breath-taking]: Replenish your oxygen-meter on hit.
    • [Weapon] of Unbridled Glee :: causes any enemy hit to have a 35% chance to light up like a glitter-vampire for 60 seconds
    • *melee only* [Weapon] of the Disgruntled Clown :: swinging this weapon so that it only hits air will cause it to launch a banana-cream pie that sticks to enemies. and has a (non-environmental damage) stick of dynamite poking out.
    • [Weapon] of the Baker :: may randomly cause a loaf of freshly baked bread to fall from the sky, damaging any enemies it hits for 2 points
    • *ranged only* [Weapon] of the Butcher :: strange quantum physics mean that every bullet/ammo instead fires an equally damaging sausage or honeyed-ham
    • [Weapon] of the Candlestick Maker :: any enemies killed by this become collectible Wax Statues*
    • Decapitating:
      Massive damage to enemies at 15% or lower Health.
      Also rips the target's head off on a kill! :mwahaha:
      Opens the doors for some hilarious kill messages in PvP.
    • Energy Injection:
      User's Energy is drained on each swing and injected into the opponent, dealing extra damage.
      No extra effect if no Energy is available.
    • Cursed:
      Deals a lot of extra damage. Drains a LOT of the user's own Energy when swung.
      If no Energy is available it starts to feed on the user's Life instead! :zombie:
      Steals enemy Life on successful hits. Heals the user and provides a temporary damage buff on a kill.
    • Caustic Finale: A poison effect that lasts for 2 seconds, if the enemy is killed within this timeframe, he explodes and all other enemies within explosion radius take damage and a 1 second version of the poison effect (allowing for chain reaction like explosions). Explosion could affect user to prevent it from being too overpowered or the bonus could be only on very rare weapons. Insipired by Caustic Finale skill from DotA, hero SandKing.
    • Sonic Punch: Attacking with melee will knock the enemy back a fixed distance (no matter the size/weight of the enemy) and will make the affected drop their weapon . Or the flag (yay for ending stand offs!). Name could do with a change. Inspired by Tribes Ascend perk Sonic Punch.
    • Space hawk:If you hit an enemy mid air,you start gliding to the ground.
    • Mirror module: (for two handed weapons) right clicking turns the player backwards and attacks,useful against enemies attacking from behind
    • Cluster razor:If blocked,sends blade fragments flying in the area,25% damage
    • Combo addicted gravity disturber:On hit,the player and the enemy jumps 2 blocks
    • Samurai slash:hits multiple enemies,The player may hold the attack button for 1 second while moving,releasing it will cause all enemies in the player path take damage.
    • Space hawk:If you hit an enemy mid air,you start gliding to the ground.
    • Mirror module: (for two handed weapons) right clicking turns the player backwards and attacks,useful against enemies attacking from behind
    • Cluster razor:If blocked,sends blade fragments flying in the area,25% damage
    • Combo addicted gravity disturber:On hit,the player and the enemy jumps 2 blocks
    • Samurai slash:hits multiple enemies,The player may hold the attack button for 1 second while moving,releasing it will cause all enemies in the player path take damage.
    • Pierce the heavens(spears):Triple the range,emit light when attack(Light is op,this should be a legendary mod :rofl:)
    • Payday-Mod: make targets drop money on every hit with the modified weapon
    • Antigrav-Mod: make targets float uncontrollably for a short time, after the antigrav effect ends a slowfall effect is applied
    • Changeling-Mod: if you damage another player or npc with this weapon, it turns into a copy of his/her weapon
    • [Non-lethal]: Always leaves one health point to the attacked mob. (May be useful if you try to catch a monster)
    • Kinetic capacitor: The weapon contains a highly advanced device that allows it to store kinetic energy, when the weapon is swung normally the capacitor gains charge. This kinetic charge can then be unleashed to magnify an otherwise normal attack into a devastatingly powerful blow. There are two general types of kinetic capacitors, one type that unleashes it's charge every X attacks (when the capacitor has hit full charge the energy is unleashed in the following strike), and one that unleashes it as a special attack. Capacitors can have different capacity, which determines how much charge can be stored and different efficiency, which determines how quickly it charges.
    • Konami [Weapon] :: it plays a little noise when you use your directional controls and main/secondary attacks to input the infamous code.
    • Bacta-Coated: Your weapon of choice becomes Star Wars lolarious as you hit your enemy for 90% of their full health. They are then automatically healed back in after a time that is dictated by the weapon's rate of fire. They will always be healed before you can hit them again. It is impossible to kill using a weapon with this mod. It's for joke PVP lulz! :lolwut:
    • The weapon creates a white outline around an enemy, say if I was in a cave, darkened out with no source of lighting, I would easily get mauled by bears or the such because I'd not know where the enemy was, now with an outline, you are guaranteed to survive more often.
    • Forcefielding Sword: A sword which creates a enemy-zapping forcefield when you are injured severely.
    • Chaos: 70% chance to use a random ability/ get a radom buff/debuff. Chaos varies in levels; higher levels extend the list of abilities the weapon can use.
    • Chargables (only for Two-Handed)(LMB is attack and RMB is special by default)
      Version 1: Charges power on each hit, which, when full, can be unleashed as a powerful special attack by RMB.
      Version 2: Drains % of health and stores it, can be used whenever you want, it restores health by RMB.
      Version 3: The same as 2, but with Energy (just a thought).
    • Phoenix mod: consumes heavy amounts of energy to perform medium damaging fire-based attacks. When all energy is consumed, damage is greatly reduced, but it increases your energy regeneration rate massively for a short period of time.
    • Makes the npc/character dance.
    • Monk:Small chance on hitting an enemy to release a pulse that heals nearby allies.
    • Perpetual Battle:Attacks give you passive tiny health regeneration and a small increase in armor rating. This can stack up to 10 times. Internal cooldown of 1 second (so rapid fire weapons don't insta-stack)
    • Sickness:Attacks have a low chance to inflict a debuff that reduces all healing by 60%
    • rocket propelled speed mod: makes drawing and slashing the meele weapon near instant. Although the slash is fast there is a small cooldown between attacks to prevent 10+ attacks per second.
    • stored nano bot mod: your meele weapon has stored nano bots on it. They slowly heal you while not in combat, but after slashing an enemy they transfer over and you lose the healing buff but the enemy begins to take damage over time. Can have higher levels to allow more nanobots that will increase the number of enemies it can effect at once and the passive healing when not in combat.
    • Liquid fire mod: consumes a type of fuel on swing, but each swing throws out a liquid like alcohol or gas that covers an area on the ground in flames for a few seconds that deals damage over time and ignites enemies. This mod may have several variants, such as throwing out liquid nitrogen that deals cold damage, electrified water for shock damage, or acid for corrosive damage that reduces armor.
    • Gamma Burst: Upon a Crit., ALL Energy is depleted, but in return, a huge ray of gamma radiation is spewed from the barrel. This does massive damage, and upon kills will "Evaporate" the enemy.
    • Continuous swings: if default setting for melee weapon attacks is one swing per attack, this mod makes it possible to swing indefinitely by holding the button. Like Phaseblade in Terraria.
    • Autoattack: swings automatically when is able to hit a foe, you don't need to press button at all. The weapon for a lazy person.
    • Charging Strike: does not swings on button press, but swings on button release. The longer you hold it, the more power it gains, up to reasonable cap. Could be combined with energized/energetic to use energy. Very good for well-timed oneshot kills or opening attacks.
    • Broken: can't be used, but can be repaired somewhere.
    • Quake core(dual handed hammers):Right clicking will hit the ground sending dirt chunks flying forward.
    • Soulstealer Mod: 2% chance to 1hko living enemies (so discluding mechanic enemies... and bosses, obviously)
    • Massive Mod: Weapon is larger than average, but can root you to the walls or the floor if you hit them.
    • Crafty - Enemies killed will sometimes drop more items than usual.
    • Paranoid - Deals more damage to enemies that you cannot see.
    • Social - More enemies nearby? More damage.
    • Trusty - Low on health? More critical hits.
    • Vengeful - Hit by an enemy? Hit back harder.
    • Acrobatic - Deals increased damage while the user isn't touching the ground.
    • Gusty - Has a chance to trap an enemy in a small tornado.
    • Hawk-Eyed - Has a higher chance to critically hit enemies near the end of its range.
    • Perching - Deals higher damage to enemies at lower elevations.
    • Sonic - Has a small chance to emit a damage-less, high-knockback sonic boom. (Melee-Only)
    • Devolving - Has a small chance to slow and shrink an enemy.
    • Experimental - Damage is severely reduced, but the weapon randomly inflicts a variety of effects.
    • Mathematical - Damage is calculated based on a set mathematical pattern instead of probability.
    • Neo-Primitive - Who needs to fire a ranged weapon when you could just whack an enemy with it? Converts the affected ranged weapon into a swung melee weapon with the same sprite, speed, damage, and effects. (Ranged-Only)
    • Retroactive - All attacks on the same enemy deal the same damage as the initial hit.
    • Blooming - Has a small chance on hit to spawn a flower-shaped flurry of spikes from an enemy, poisoning the enemy and anything around it.
    • Carnivorous - Deals increased damage to organics and decreased damage to Florans. Cannot harm environmental plant life.
    • Entangling - Shots (even those that miss) have a chance of spawning tumbleweeds that slow enemies. (Ranged-Only)
    • Photosynthetic - Drains HP from the opponent on hit and gives part of it to you, but only in sunlight.
    • Pollenated - Has a small chance of "growing" a low-health clone of the player from the corpse of an enemy to fight as a friendly NPC for a short time.
    • Aquatic - Has no ill effects from being submerged and pierces a percentage of armor when the target is underwater.
    • Deep - Pulls enemies downward when attacking from a lower elevation.
    • Hydrating - Steals a small amount of health and energy on hit from underwater enemies.
    • Scalding - Burns the target for damage over time. Does not go away underwater.
    • Sonorous - Small chance on hit to echo damage to anything nearby via sound waves.
    • Conductive - Small chance on hit to shock an opponent, draining some of its HP to fill your Energy.
    • Galvanized - Projectiles/blades pierce a percentage of enemy armor.
    • Grounding - Will sometimes smack aerial enemies with enough force to ground them. Can also briefly immobilize terrestrial targets.
    • Overclocked - Increased attack speed, but requires (and drains) energy when fired/swung.
    • Reprogrammed - The weapon's appearance is that of something much less harmful. "Reprogrammed Umbrella", for instance, might be a flamethrower or a powerful (but short) battleaxe.
     
    Ipxkz, tedlil, Zmey25 and 19 others like this.
  2. Ghostar

    Ghostar Steakeater

    A sword that has a % chance of turning an enemy into an item on death. (I say sammich sword)

    Also you have the generic stuff like, setting baddies on fire each hit, slowing them, ect.
     
  3. Lucaine

    Lucaine Scruffy Nerf-Herder

    For melee weapons: "Deflects projectiles when swung at them" <-- Must be timed skillfully to be valid.
     
    Luci, Alec5h, LeifGram and 1 other person like this.
  4. TyDie1212

    TyDie1212 Void-Bound Voyager

    Grenade Launcher maybe?X3
     
  5. Walross

    Walross Pangalactic Porcupine

    Ok. Waves of damage that roll along the ground,
    Slows
    A grappling hook that hauls enemies into it's range.
    A blade that vacuums enemies in an area into it's range
    possibly one that steals movement speed and adds it to yours.
    Enemies killed by it explode.

    Y'all like these?
     
    TheKillerNacho likes this.
  6. Zerak_Kyria

    Zerak_Kyria Scruffy Nerf-Herder

    How about they inflict poison or could burn an enemy?
    Or maybe a knock back effect?
     
  7. NewLiar

    NewLiar Scruffy Nerf-Herder

    My idea, a mod for melee weapons to let you throw your weapon (for example a sword or knife) like a boomerang.
     
    pigrocket likes this.
  8. Soup

    Soup Giant Laser Beams

    Knockback
    Health/energy leech
    Stun
    Root (can't move but can still attack)
    Poison
    Acid (armor debuff)
    Vulnerability (increase damage taken debuff)
    Increased attack speed
    Blindness (decrease sight/awareness range)
     
    AIex, TheKillerNacho and ThatMrT like this.
  9. Sad Face

    Sad Face 2.7182818284590...

    A sword that glows blue when enemies are near.
     
    Luci, Lykozze, Awesomized and 19 others like this.
  10. Weegeemang

    Weegeemang Pangalactic Porcupine

    A mod that makes enemies drop more loot upon death.
     
    TheKillerNacho likes this.
  11. The Enderman

    The Enderman Phantasmal Quasar

    A melee weapon that shoots projectiles when you swing it would be cool.
     
    Zerak_Kyria likes this.
  12. Nimrod

    Nimrod Subatomic Cosmonaut

    Status effects for melee weapons to inflict:
    • Slow movement on hit (and/or slow attack)
    • [Chance of] Freeze enemy on hit
    • Damage over time (poisoned, burned, bleeding)
    • Decreased armor/defense
    • Decreased damage
    Melee weapon effects on hit:
    • Increased horizontal knockback
    • Decreased/removed horizontal knockback
    • Increased vertical knockback (throws enemies upwards)
    • [Chance of] Explosion/shockwave on hit
    • [Chance of] Convert enemy to ally temporarily
    • [Chance of] Confusion (Causes enemies to perform wrong actions)
    • [Chance of] Blindness (Enemies wander)
    Negative effects on hit:
    (My roommate saw me posting, so he mentioned "cursed weapons", as he is an RPG player... Might as well include his ideas.)

    • [Chance of] Decrease in player damage
    • [Chance of] Haste on enemy (Move speed and/or attack speed)
    • [Chance of] Heal enemy on hit
     
    AIex, TheKillerNacho and ThatMrT like this.
  13. Vierv

    Vierv Pangalactic Porcupine

    % chance to turn non-boss enemies into bunnies, or perhaps bacon. Mmm, bacon.
    Set the enemy aflame! I can think of at least one pyromaniac who would like this...
    Bleeding
    Explosion
    Chemical burns/effects?
    Enemy flee chance
    I'll edit to add more in a bit as I think of them.

    Edit:
    Radioactive effect: slowly increases a dot on an enemy, acts like poison. Bonus: glows in the dark :virorb:
    Cloud effect: on hit, negative effect that dampens the damage you do.
    Valerian effect: calms enemies, turns them passive for a time. Might be nice on a plant-like weapon.
    Guardian effect: the more you hit enemies, you and your allies get a bonus for defense that increases towards a predetermined cap.

    annnd that's all I got.
     
  14. Sokina

    Sokina Heart of Gold

    Keep in mind all of my effects listed here should have a chance to activate, not 100% activation rate.


    Grasping/Pulling: Hits with this weapon have a chance to pull your enemy towards you. (If not too heavy.)
    Pushing/Forceful: Hits with this weapon have a chance to push your enemy away from you. (I hope melee weapons don't do this by default; If I use a sword I don't want to hit enemies out of my own reach.)
    Acidic/Poisonous: Typical Poison Status and/or element.
    Blinding/Blurry: Typical reduced visibility status
    Crippling/Rooting: Typical immobilize/movement speed reduced status
    Hypothermic/Icy: Typical "Cold/icy" status effect. (Possible Tie-in to the needing to keep warm survival element? You could, with this weapon, increase the need for warmth) AND OR Cold Element, if elements and resistances are in the game.
    Hungry/Malnourishing: Reduces stamina / increases hunger bar
    Fiery/Burning: Typical Burning status, and/or Fire element.
    Anti-gravity: Hits with this weapon have a chance of reducing gravity on the target. (Combo with knockback or pull forward for increased effective.)
    Burden/Super-gravity: Drastically increase gravity, making jumping much less effective.
    Biologic/Living: Has a chance to create a pool of dangerous bacteria/poison that the target will take damage if standing in.
    Nova: Has a chance of a % of weapon's damage being inflicted as AOE damage to nearby targets.
    Vorpal: Has a chance of doing an additional tick of damage. Ticks are a small % of weapon damage. (On activation, 10% of the weapon's damage will be dealt as additional damage to the same target.) Basically a chance of double hitting.
    Anti-matter: Has a chance to bypass a % of the target's armor.
    Lucky: Increased crit chance. (If we have crits.)
    Aquatic: Chance of creating a small pool of water at the target when you hit.
    Burst: Chance of creating an AOE damage around yourself when you hit target.
    Piercing: Has a chance to pierce target (Primarily for ranged weapons.)
    Thrifty: (Ranged) Chance to not consume ammo

    That's all my ideas for now. Most of these are actual purpose, I haven't created any "Just for fun" ones. Like this one

    Of Rainbows: Projectiles have a faint rainbow trail.
     
  15. Dzelda

    Dzelda Parsec Taste Tester

    I dont mind swinging a blade. I know a few curses people have put on blades though. Shall I explain?

    Bloodlust - Bloodlust is less an enchantment and more of a tendency for very old melee weapons to crave the blood of anything that lives. Players using such a blade are often "enhanced" while they do their killing (Enhanced Health and Buffs), but suffer lifeforce loss and weakness later (read: Debuffs and Health Loss) , when the blades taste is no longer sated. Some blades have it bad, where they kill their owner due to it outright, and some merely recover after stopping use of the blade. Ragnarok, my own blade, has it so bad that the longer you go without killing massive amounts of things, the more it taps your soul for its nourishment. But thats an outrageous example.
     
  16. Might as well put my old stuff here,

    WEAPON POWERS:
    Temporal: Does an after-strike for a slight amount of damage a second after the original strike in the same location.
    Magnetic wave: Slows down opponents more depending on how heavy their armor is.
    Material field: Lays a field of small objects that give an effect, such as damage, slowing, poison, healing, etc, where you swung the object.
    Power charged: Deals lightning damage if the foe blocks with a weapon or a shield
    Explosive: Explodes when it hits somthing. May or may not destroy the weapon.
    Theif: Takes the power of one of the foe's weapons or attacks when it hits them. (Not permanently!)
    Lunging: You move forward when you swing this weapon.
    Monsterous: Deals more damage the more often it hits the foe.

    And here's some new ones
    Snowball Effect: Projectiles get larger the more the crash into.
    Forgiving: Deals more damage the LESS it hits someone.
    Encrusted: Deals more damage to creatures below 50%.
    Launching: Knocks YOU backward when you hit someone. (Good for escape plans!)
    Acidic: Puts a debuff on the opponent's armor.
    Molten: Leaves scalding puddles on the ground that burn opponents.
    Chronic: Things hit by this weapon either slow down or speed up.
    Insane: Puts an "insane" token on the foe. The more insane tokens they have on them, the more likely they will hallucinate, get vision ailments, and do things they did not intend to do.
    Sprouting: Saps health from opponents, but can be removed my not standing still.
    Solar: Is stronger during the day.
    Lunar: Is stronger at night.
    Shifting: Causes opponents hit by this weapon to go invisible for a few seconds. It's not very helpful, is it?
    Backstabbing: Causes foes to be attacked by their allies! In PVP, the afflicted person apears under a different name, similar to how the spy from TF2 works, only backwards.
    Reflective: Can bounce back projectiles when swung.
    Shattering: Causes shards to go flying through the air when it hits somthing. (Does not destroy the weapon!)
    Arcing: If there is another opponent close by when you hit one, electricity will jump to that one. (Option: This continues until there are no more nearby enimies.)
     
    Your Shadow and blind sniper like this.
  17. Trowzers

    Trowzers Existential Complex

    A weapon that has the chance of creating a shield around you for a short time (perhaps triggered when you take damage).
     
  18. DeVoid

    DeVoid Void-Bound Voyager

    Here's mah go at it:
    • Paralysis (stop moving)
    • Confusion (enemies attack other enemies)
    • Huge knock-back (enemies go a-flying)
    • Teleportation (enemies are teleported somewhere else, but not too far away)
    • Darkness (enemies go blind)
    • Icy (enemies are stuck in a block of ice that acts like a wall)
    So yeah, I'm out of ideas. Tiy or some other devs could probably think of a better list over a cup of coffee :p
     
  19. J-block

    J-block Pay it Forward

    I like this idea, reminds me of an equip power in Kid Icarus: Uprising.
    Now that I'm thinking of that, let me steal some ideas from it.

    % chance for projectile turning into a homing missile
    AOE attack that sucks enemies toward the center but no damage (Black hole)
    Automatic targeting/Weak-Point Reticule
    Fire Shots through walls
    Invisible shots (Useful more for PvP)
    http://kidicarus.wikia.com/wiki/Eggplant_Attack

    I would, as a Medic in most games, love On Hit: Heal Teammate %.
     
  20. GalacticRooster

    GalacticRooster Big Damn Hero

    A gun that also attaches a sticky bomb to the target, then after a delay it explodes, so you can time it to have the mob blow up other mobs around it.
     

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