Variable Weapon Buffs and Debuffs

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Variable Weapon Buffs and Debuffs

Postby Adder1234 » Tue Oct 25, 2016 9:56 am

I recently started replaying Terraria, and I found a part of the weapon crafting system that could be used in this game. For those of you who haven't played it, there's a chance, every time you craft a weapon or tool, for that weapon or tool to gain a random debuff. Actually the chance is pretty high, but you can still get regular weapons. The buffs can include a slight increase to weapon damage, an attack speed increase or chance to cause a status effect. Bows could also get buffs, like increased range and reload speed, as well as damage increases. The debuffs were just the opposite, removing the things that the buffs gave.
I was thinking that the same thing could be added here, where every time a weapon was crafted it had a chance of either getting a permanent buff or debuff. The weapons were also named after their buffs, like a Sharp Bronze sword with a +5% attack bonus, or a Slow Bronze sword with a -5% attack speed. Some buffs could also give bonuses increasing certain openings, or improve certain attacks.
Anyway, it was just something I thought of.
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Re: Variable Weapon Buffs and Debuffs

Postby zebratul » Tue Oct 25, 2016 10:38 am

The problem with debuffs/buffs like that is that they only matter for a very short time in early game.
Once people have access to reforging (or just a massive stockpiles of resources to keep re-crafting), everybody will run around with Daemonic/Godly/etc weapons.

Not saying that enchanted weapons arent cool.
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Re: Variable Weapon Buffs and Debuffs

Postby Ukhata » Tue Oct 25, 2016 11:52 am

zebratul wrote:The problem with debuffs/buffs like that is that they only matter for a very short time in early game.
Once people have access to reforging (or just a massive stockpiles of resources to keep re-crafting), everybody will run around with Daemonic/Godly/etc weapons.

Not saying that enchanted weapons arent cool.



if they did this, youd need wear on weapons and tools. and tbh, few people want to go into that shit...
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Re: Variable Weapon Buffs and Debuffs

Postby azrid » Tue Oct 25, 2016 12:14 pm

Sounds good at first but rewards botting materials to mass craft thanks to the RNG element.
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Re: Variable Weapon Buffs and Debuffs

Postby Glorthan » Tue Oct 25, 2016 1:51 pm

azrid wrote:Sounds good at first but rewards botting materials to mass craft thanks to the RNG element.

This. RNG items = more NEET/bots
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Re: Variable Weapon Buffs and Debuffs

Postby Teleskop » Tue Oct 25, 2016 2:54 pm

special glidables only for weapons would be cooool
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Re: Variable Weapon Buffs and Debuffs

Postby Jesus_Smith_Nandez » Tue Oct 25, 2016 2:56 pm

Teleskop wrote:special glidables only for weapons would be cooool

I could get behind weapon gilds
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Re: Variable Weapon Buffs and Debuffs

Postby MrPunchers » Tue Oct 25, 2016 3:25 pm

+1 if we can put Fancy Buckles all over us to make us better warriors than we should be able to stick porcupine quills on a sword for bleeding damage.
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Re: Variable Weapon Buffs and Debuffs

Postby Teleskop » Tue Oct 25, 2016 3:26 pm

MrPunchers wrote:+1 if we can put Fancy Buckles all over us to make us better warriors than we should be able to stick porcupine quills on a sword for bleeding damage.

or wrap stinging needles around them :geek:
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Re: Variable Weapon Buffs and Debuffs

Postby jorb » Mon Jan 02, 2017 9:34 am

I have a weapon crafting system in mind, so, yeah. It'll be a thing at one point or another.
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