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Flail Rework Mod
Donnchadh-32 21 Feb, 2024 @ 12:42pm
Idea Collection Thread
I thought that gathering all the ideas for this mod into one place like was done for the spear mod would be a good idea so I've made this Discussion.

I also have a couple of ideas to start things off:
1) Maybe there could be an alternative end-game flail to the Flairon dropped during the Martian Madness event with a gravity theme. This gravity flail could slow nearby enemies while charging and a fully charged flail throw could lock enemies in place. Or instead of it slowing enemies while spinning, it could have a high damage spin but you start sliding around like you're on ice (because the weight of the flail is dragging you around). In addition maybe if an enemy can't be locked in place this flail crushes their defense for a time.

2) Potions for this subclass that increase charge damage, charge speed, and maybe even spin range (and as a counterpart to my spear potion idea which shrinks weakpoint size but increases weakpoint damage, maybe a potion that increases charge damage but slows down charge speed).
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Showing 1-6 of 6 comments
Ed Rothtaylor 24 Feb, 2024 @ 9:58am 
when the flail is spinning and enemies come up to you instead of knocking them back making it take longer to kill them it could like catch them in a combo where they get higher and higher doing more and more damage until like 6 swings where they get thrown away
Donnchadh-32 28 Feb, 2024 @ 5:47am 
I do think that either the mace should be craftable or there should be a craftable starter flail so players with bad rng don't miss out on flails very early on.

Also the mace says it can be upgraded with torches but only normal torches, what if you could use other torches for different effects?
Some ideas for that:
Ice Torches -> Frostburn.
Gem Torches -> Better crit chance and damage based on gem tier.
Bone Torches -> Armor Penetration.
Aether Torch -> Flail ignores gravity.
And so on.
here is an idea for a flail its like a Polyphemalus thing if you know you know its called The All Seeing Eyes basically when spinning it the flail will shoot out 1 of 4 things 1. a laser 2. 4 cursed flame balls 3. a beam shock wave thing or lastly 4. a homing exploding purple orb and when your at 25% Hp it will go into a desperation phase dealing more damage and shooting more projectiles also when its thrown it explodes into the 4 eyeballs of Polyphemalus aka Astigmageddon, Exotrexia, Conjunctivirus, and lastly Cataractacomb and they will slowly go outwards while spinning
JasonWolf 9 Mar, 2024 @ 1:33pm 
My only thought is that flails could do with a tiny bit more range on the basic swing, many of them seem to barely clear the top of the player's head. A nicer consistent circle around the player potentially with a gap that enemies can get inside I think would feel way cooler.
Yulia11 3 May, 2024 @ 8:22am 
For launched flail not reworked by the mod, I think maybe just holding the weapon without using it causes it to charge. Alternatively, simply create a generic swinging flail dealing 50% damage and possibly replicating the projectile spawned on right click, which fills the charge bar and empowers the next launch. Charge does not deplete or starting depleting after a short delay, so the player would want to launch immediately, adding the charge effect and damage.
Last edited by Yulia11; 3 May, 2024 @ 9:39am
BlackTalons 27 Jul, 2024 @ 3:07pm 
Originally posted by JasonWolf:
My only thought is that flails could do with a tiny bit more range on the basic swing, many of them seem to barely clear the top of the player's head. A nicer consistent circle around the player potentially with a gap that enemies can get inside I think would feel way cooler.

This, but the swing should be more horizontal, similar to the Melee Effects mod. Swinging the flail around you should begin slow and threaten both in front and back, then gradually acelerate up to reaching the full damage mark.

Something more advanced could be imitating the castlevania VI whip control when the flail is held out.
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Showing 1-6 of 6 comments
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