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Post by Octometaknight on Jan 1, 2016 0:52:46 GMT -8
Spider's Fang Dagger
"Miss Muffet never saw it coming."
A dagger designed after the deadly teeth from the maw of giant spider queens. While a real fang would be more suitable, this dagger works to function in a similar manner in injecting deadly toxins through its sharp tip.
Slot: Off-hand
On Equip: 4+ Dexterity 3+ Strength
Passive: Attacks slow the target by 15% and deal 10% of your total attack damage over 5 seconds. Does not apply to structures.
Active: Your next attack explodes in a 2 area around the enemy, immobilizing all enemies hit for 1 second and reducing their speed by 50% for the next 4 seconds. Consumes one charge from a Diseased Cocktail. 8.5 second cooldown.
Crafted at Workbench
Requires Artisanship Level 10
Requires
1 Infused Lumber
2 Shadowstone
1 Diseased Cocktail
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Post by thegoldenchicken on Jan 1, 2016 4:07:04 GMT -8
I think this is a very nice idea, apart from a single fact: It's off hand. Now I am very convinced that it's far too weak for a main hand, but pairing this off hand, with items like the venomous arabelast, or any other ranged weapon, would devastate all kinds of meele warriors that do not have the berserker axe. Pairing it with the arabelast for example, would create not only an extremely DOT powerful build, but also a build that makes kiting quite easy due to the movement speed decrease on hit. This paired with the ability to stun makes it just a little too powerful when it comes to debilitating.
I think if you buffed it's stats a little bit, and made it into a main-hand, it would fit great with the possible critical hit mechanics, as a step down from the spellblade:)
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Post by Octometaknight on Jan 1, 2016 4:50:26 GMT -8
I have a different idea. What if we made the passive and active ability only apply to melee? That way, it could keep its off-hand concept and make a second option to the Heartpiercer.
Spider's Fang Dagger
"Miss Muffet never saw it coming."
A dagger designed after the deadly teeth from the maw of giant spider queens. While a real fang would be more suitable, this dagger works to function in a similar manner in injecting deadly toxins through its sharp tip.
Slot: Off-hand
On Equip: 4+ Dexterity 3+ Strength
Passive: Melee attacks slow the target by 15% and deal 10% of your total attack damage over 5 seconds. Does not apply to structures.
Active: Your next melee attack explodes in a 2 area around the enemy, immobilizing all enemies hit for 1 second and reducing their speed by 50% for the next 4 seconds. Consumes one charge from a Diseased Cocktail. 8.5 second cooldown.
Crafted at Workbench
Requires Artisanship Level 10
Requires
1 Infused Lumber
2 Shadowstone
1 Diseased Cocktail
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Post by thegoldenchicken on Jan 1, 2016 8:03:55 GMT -8
I think that would make it much more balanced, additionally you could add the same proposed change as to the heartpiercer - That if you have a ranged weapon and the enemy is within meele range, all your attacks will count as meele attacks (striking the enemy with the knife instead of shooting them). The speed debuff on the active I think should be 4 seconds, starting at the 1 second stun, that way it's only a 3 second 50 % speed reduction (50 % is quite substantial). It could perhaps also upgrade to the heartpiercer?
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Post by Lorenor on Jan 1, 2016 8:15:15 GMT -8
I really like the idea with the Cocktail, but I think the passive is far too good for a 10 ART offhand, even if it´s just melee. Therefore this item is useless for ranged weapons, which limits the build combinations a lot. One of my next posts will include a quest suggestion for the spider queen, I´ll add my suggestion for your weapon there, if that´s ok
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Post by thegoldenchicken on Jan 1, 2016 9:09:09 GMT -8
Lorenor I must object, you have to remember that this is a 10 art, 10 cooking item, as the diseased cocktail involved in its creation also is required. You could make it like you wanted to make the heartpiercer - to hit meele once you are in meele range, despite you having a ranged weapon.
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Post by Octometaknight on Jan 1, 2016 10:02:53 GMT -8
I don't mind anyone using my ideas in any of their posts. I'm totally cool with it. I'm extremely anti-copyright, it's more efficient to produce ideas that way.
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Post by Lorenor on Jan 1, 2016 16:24:37 GMT -8
You are right; I didn´t read your comment before posting mine (we probably wrote it at about the same time) and I was a little busy today, so I didn´t took the time to edit it. Sorry for that ^^" Somehow connecting this item with the heartpiercer is a great idea, especially if the "hit melee once you are in melee range" passive becomes a thing (which it isn´t yet, it was just part of my suggestion, afaik).
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Post by Lorenor on Jan 1, 2016 16:58:08 GMT -8
Oh and by the way, I forgot to express my appretiation of implementing undertale eastereggs in kobold tribes poor muffet ^^ Edit: I just found out that Miss Muffet is also a children´s rhyme, so I guess that wasn´t even meant to be an undertale reference... my bad ^^".
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Post by Octometaknight on Jan 3, 2016 15:22:50 GMT -8
I think it would be interesting if the dagger could fit in both the Main Hand and Off-Hand slots.
On an unrelated note, Muffet is my favorite character in Undertale, and I think it would be cool if we had a hat called "The Bonetrousler" in the cosmetics menu.
EDIT: I think it could also be interesting if it was a component in the Liquidator Spellblade.
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