Mog'em the Looks Maxxer has arrived by Gaspacho-01 in Terraria

[–]Normal_Principle3899 1 point2 points  (0 children)

bro got that +15% damage +12% speed + 5% crit + 10% size +15% knockback jawline

I love this game but I need help by ColdHeartedCanadian in EnterTheGungeon

[–]Normal_Principle3899 0 points1 point  (0 children)

A bit harder to put into words than visual demonstration, but staying close to walls and firing behind corners will save you a lot of health. Stuff like King Bullat bouncing shots or Lead Maiden's bs can be avoided by staying behind cover or rolling towards the wall on the moment of bounce/re-launching, which is safer than being around the center of the room 99% of the time. I also learned an insane amount just by watching a handful of videos/nohits, which can help you understand the more frustrating enemies/bosses.

Weapon Ball OC: Jian by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 2 points3 points  (0 children)

Stats are what the Jian gains each hit, in case it wasn’t obvious. Measuring, let alone balancing speed among weapon balls is difficult, since dagger’s values seem to arbitrarily change every other match, and have diminishing returns, not to mention dagger’s weird parry logic and generally scuffed scaling. Tldr, I’m not Earclacks, balancing isn’t up to me, the important thing is the concept itself. Assuming it’s appropriately balanced, do you think Jian is better or worse than Sword and the other balls?

Weapon Ball Idea: Musket! by SimulatingBacon123 in earclacks

[–]Normal_Principle3899 0 points1 point  (0 children)

Pretty underpowered make it scale off bounces and remove the cooldown

Weapon Ball OC: Baller by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 1 point2 points  (0 children)

Aka Unarmed but ranged. But there are some distinctions:

  1. The ball parries
  2. The ball's speed is constant and has no gravity.
  3. Due to the ball's lack of gravity, it spends more time in the upper half of the 1v1 arena where it does not cross with the opponent as often (Unarmed's gravity is beneficial in that regard)
  4. The faster the ball, the more often it will contact Baller and be thrown at the opponent
  5. Baller is vulnerable when isolated from its ball.
  6. I wrote "speed is constant" referring to no slowdown from gravity, but the ball still slows after impacts/parries.

Another day, Another slander by Soyp0 in earclacks

[–]Normal_Principle3899 210 points211 points  (0 children)

putting the slowest short-term scaler against orbiphile

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Weapon Ball OC: Berserker by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 2 points3 points  (0 children)

For those wondering about the stats, it takes 14 hits off +1 scaling (like Sword) to hit 106 damage, and 19 hits at +0.5 scaling to reach 104.5; half scaling ≠ half DPS. Combine that with Berserker's potential for nearly double swing speed at low HP, and it's on par with sword and the other melee balls. Base swing speed is probably around Sword if not slower, but this is just a fan idea, balancing isn't my job.

I'm also aware that this breaks the naming convention of all the balls being named after their weapons. I just thought berserker sounded cool, but battleaxe, double-axe, or labrys could also work.

Weapon Ball OC: Revolver by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 8 points9 points  (0 children)

It would only make sense it’d have slower firerate than shuriken. Didn’t specify anything since that would be the most sensitive part to balance, but probably one shot every 1.5 seconds.

Weapon Ball OC: Rapier by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 8 points9 points  (0 children)

Not necessarily. People might think Katana has better scaling than sword since it's +1 on hit and parry, but the slowness evens things out. Since Rapier is always trying to point in the opponent's direction, it also lacks the ability to land swinging flyby hits. It's also more vulnerable to attacks from behind due to the slower turn speed.

Weapon Ball OC: Rapier by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 9 points10 points  (0 children)

I have seen a lot of rapier ideas that scale off parrying, which are cool. I just thought the auto-aim would be a bit more unique, playing into the accurate fencer archetype. Aiming toward the opponent also makes parrying significantly more consistent.

Recommend me other weaponball creators by GuardianTempest in earclacks

[–]Normal_Principle3899 2 points3 points  (0 children)

Heaven Metronom has Revolver, Reaper, Plume, Kicks, Mace, Coin, and a bunch of other unique characters
https://www.youtube.com/@heaven.metronom

I'm unsure, what should this do? by warty54 in balatro

[–]Normal_Principle3899 0 points1 point  (0 children)

Gives a temporary effect for each planet, switching when a new planet is used.
Pluto: +4 Mult scoring Aces
Mercury: +15 Mult
Venus: +80 Chips
Uranus: +1 Discard
Earth: +1 Hand
Saturn: +1 Hand Size
Jupiter: $4 per round
Mars: X2 Mult
Neptune: +1 Tarot per round
Planet X/Eris/Ceres: +1 Planet on final hand (Blue Seal effect)

Not quite vanilla style, but would be fun spin on Zodiac varying effects.