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I wouldn't know where to start either with the editing of the player model or armor models.
And a subclass that adds back the luxury of armor and multiple equipments like a warbow and Uchigatana or something, so longer reach + armored up.
And a fantasy style build where sheathing the sword effectively dips their blade in magic making the sword come out of the sheath imbued with magic properties, like dipping a paint brush in a bit of pain, specific to the Ronin's need.
That was kinda my idea behind why I'd call it Ronin and have Samurai be a subclass, as Ronin's at base value are masters of multiple forms of combat, but without a lord don't always have the luxury of using all those things they got skills for.
Hence the Class in my eye would be the base Sword Master: Ronin: Effectively a Samurai without the luxury of the armor and equipment, hence just using the way of the sword.
The sheathing/marking would have to be done up close and right next to the opponent, so you can't just ranged something to mark.
And it'd be cool if the activated effects from a mark would let's say a regular horizontal slice would become a ranged one where you fire a projectile off thanks to the mark?
But yeah, Ronin could work like that for sure.
I'd love to see some Eastern inspiration.
Are you able to add armor types too? Maybe add some helmets with a classic Samurai helmet model? Some Kimono/Hakama style garments?
Blade's Ghost (shadow) (Ghost of Tsushima?)
Severing Storm (storms)
I like your naming too though! Haha!
It could be a "battle rhythm" like playstyle
Where essentially, they focus down THAT mark, and effectively wanna do it quick, explaining the buffed other skills using the mark.
That's kinda what I meant with the Sheathing skill, just make it make some sort of noise to infer it's being prepped for a BIG ATTACK, and then going off that the other skills allow it.
You could use a invisible damage-less sphere around the player, marking anyone nearby the player's Sheathing skill and mark all of those nearby to receive excess damage from the other skills.
Although doing that way you lose the option of potentially adding things like, if prepped other skills gain secondary effects, longer dashes, wider slashes etc.
But it could definitely work with the marked method too.
Blade Of Fire: Most Offensive Focused Subclass
Blade Of Shadow: Defensive with some dodge and parry
Blade Of Storms: Speed and Utility
These are just some ideas.
I'm looking forward to your future classes.
And maybe one day the Ronin, if you ever feel like it.
When initially playing the class, I found it somewhat odd most of the moveset was wind based and some of it thunder, thinking to myself that maybe the whole moveset ought to be wind.
But as I got used to the thunder in Call Storm I was wondering why you changed it, but it does fit the Aeromancer better, it's more about air/wind then the thunder that can come with it.
So instead of Call Storm it'd be Channel Storm, and you move slow, with barely any wind, but as you charge longer and longer you gain movespeed and the wind kicks up as damage and movespeed do eventually reaching thunder effects at a certain damage/speed threshold?
Cause technically speaking it would mean you could have a move charging as you move slowly, and the further your charge the faster you move and since the effect would move with the charging player it would be 1:1 move speed from player to skill effect, and as you speed up through charging it further, damage rises too effectively changing allowing for a transition of a spell effect?
Either way, thanks for reading my messages before, if you ever find yourself wanting to take on the challenge to make something akin to my Ronin class suggestion I'd love to eventually see it make into the game.
Heroes of Hammerwatch 1 has a Samurai class, I always liked playing as that.
And the subclasses could offer a wide variety of additional skills, showcasing the armored Samurai in one, the true Sword Master on another, and a blend of magic and eastern swordmanship on another with the Spell Blade subclass.
For Sheathing and Unsheathing, it could be a technical aspect more then a functional one.
Think of the Ronin class as someone who ALWAYS has a sword model even if not wielding one in their inventory's equipment slots.
So visually a Katana is always present, so if they were to actually use one for normal/basic attacks that're not related to their class, they'd effectively look like wielding two, one is part of their model, one is a separate weapon model that's not related to their class.
You would need some animation and sound, the sound for the sheathing of the sword noise and a subtle animation to pair with it, doesn't have to be excessively animated, maybe just a shrink of the original model for the animation will do? Perhaps it doesn't even need the animation?
Then when you click the skill: Sheathe you sheath their main sword properly, and it gives the other spells powerups when you do this.
A am almost finished on a Ninja Class but that has more focus on use of kunai and shurikens in base kit (and the ability to walk almost next to enemies without aggro)
It's an idea I had in mind, maybe if you're willing to work on it, can we see this come to live in game?
It'd be an awesome class and weapon combination!
PS: Sorry for the message spam, I couldn't fit my idea in one message, hopefully you won't mind.
Has an ability to sheathe the sword, doing so will prep your next strike with power and change how it acts, like this:
>Without sheathing Ronins can do a dash slice, if the Katana was sheathed prior it can do a wider cut and a longer dash.
>Without sheathing Ronins can do a charged attack, the attack is a 360 degree circle around the Ronin in slashing damage, the longer you charge it the bigger the circle becomes, if the Katana was sheathed prior this attack will come out with MAX charge time without needing to charge the skill.
Sword Master Subclass will further enhance such effects in combination with the sheathing and unsheating techniques, like perhaps if you sheath, then press sheath again it can do little multi slash cuts in front of the Ronin-Sword Master.
Samurai will focus on adding the bow to the list with high powered charged shots with a lot of range to it.
Is it possible to work on a Katana based weapon set in your weapons mod?
And combining it with a Ronin class for your class mods?
With sub-classes like:
>Sword Master: which focuses on iai/Unsheathe based attacks.
>Samurai: which focuses on higher armor rating and ranged abilities that add to the mix of otherwise solely melee/sword based combat from the core class.
>Spell Blade: All about imbuing your sword with special attacks by sheathing the sword and gaining magical effects on the blade that unleash upon hitting your next attack.
With the weapons being:
Katanas: Two handed sword that is fast hitting and has a big sweep attack in a horizontal manner.
Uchigatana: Two handed very long looking Katana, with a big overhead swing that you can charge as its right click ability.
Wakizashi: A one handed dagger like Katana, quick cuts and a has high parry potential.
Tested the update of your Aeromancer class, one thing to note is that I saw the "Call Storm" ability/spell has lost all its thunderous effects.
Is that intentional?
Is it possible to make it so low CHARGE levels of the skill have more wind effect based looks but the more you charge it the more lightning creeps into the visuals until a fully charged Call Storm results in both effects at full display, wind and lightning.
Or perhaps change the Aeromancer (class) 's Shredding Gale (skill/spell) texture/animation a little bit so both mods add a bit more flare to the diversity of wind effects?
I'll consolidate and tweak the "generic" ones for the 2 passives though.
I look forward to seeing the skill enhancements provided that are unique rather than generic.