by Seignar Fri Mar 01, 2013 1:46 am
1) Jump - It should have increased initial speed; you are faster during the first frames. In addition, landing a jump on certain
enemies would cause you to tackle them to the ground or stagger, in the case of high poise. It will also follow the "Club Rule" in that it will have extended recovery frames if you miss. Note, that blocking this will result in a "reverse stagger"; for balancing purposes.
2) Greatbows - Are slow and leave you too open. In addition, the damage is quite...horrible considering you're shooting spears at your enemies. They require a base damage increase and the ability to block by pressing one of the back shoulder buttons.
3) Greatshields - Their bash attack should be considerably more powerful. If anything, it should be a stronger version of the kick in the sense that it will stagger and inflict heavy stamina damage.
4) Whips - Whips have a unique ability of stunning enemies -with their horizontal attacks- that are performing a movement action, like rolling or dashing.
4) Dragon Covenant - Since this time they will be more focused on dragons, it would be logical to think they want to have some more fun with dragon transformation. I suggest the dragon transformation scales with your covenant rank and includes the following:
a) Dragon Tail - The Dragon Tail is a quick swipe attack that hits 160 degrees from behind the player. Damage is not too great, but it inflicts high poise damage and has the possibility of knockback.
b) Dragon Wings - The Dragon Wings allow gives the player a passive ability to glide a distance when they perform a jump (that is to say, they are hovering momentarily). This passive ability, for practical uses, increases the range and speed of the jump both in terms of traveling (for harder jumps, or for some exclusive jumps) and the range of the tackle (For chasing).
c) Dragon Backstep - Dragons can backstep by jumping back and using their wings to push back, creating a force of wind and increasing the distance. This is another passive that extends the distance of the backstep and creates a Force-like effect on enemies in front of you.
d) Dragon Dodge - When dragons dodge, their tails flick wildly. This is a passive dodge ability that adds damage to your rolls. Note, the tail carries more force when the user is heavier. Poise Damage is increased with weight.
Mimics - They randomize themselves at certain points in the game. In addition, this time the mimics come in different varieties:
a) Typical Mimic - Dark Souls Mimic.
b) Judo Mimic - Like the Dark Souls mimic, but it knows Judo and does a lot of throws. It is characterized by a Judo Stance.
c) Weapons Mimic - Wears armor; increasing its defense. This mimic has 2 new tricks up its sleeves: First, it's "Open chest; EAT" animation will now be him revealing himself, your character getting spooked as he does it, and him retrieving a hammer from his mouth. He will show it to you and make a "Yeah, yeah?" sound asking if you want it, your character is puzzled by what is happening as he/she changes glances from the mimic to the hammer and back. Eventually, the mimic will smite you with the hammer, knocking you down; proceeds to keep smiting you while you're down until it puts the hammer back in its mouth and closes (This only has 1 chance of throw escape; if you fail it, you'll take full damage, otherwise you avoid all damage. Dodging it means that the first hammer swing misses, the mimic gets mad and closes).
Secondly, it will usually retrieve weapons from it's bowels when actively engaging you. It can select any of:
1) Spear - It will perform long reaching melee attacks.
2) Greataxe - It will perform devastating close range attacks.
3) Greatbow - It will perform far reaching, devastating ranged attacks; its behavior changes to be more evasive of you at close range. It will also start to dodge by flipping in midair.
4) Mimic Sword - With dazzling light, it reveals its greatest weapon: The Mimic Sword! (Rare drop for player!). It will use a Straight Sword moveset, but it has a special where it lays a Sigil that explodes if you walk over it.
d) Long Tongue Mimic - It is characterized by not having limbs and instead using it's super-powerful tongue for wide attacks. It has a long-range grab attack for players that try to flee, it will drag you back in front of it, but the damage can be avoided. It can still move by hoping.
e) Bipolar Mimic - If you attempt to open it, it will awaken, pat you in the head and push you away gently, before closing. If you attack it, it will be enraged, and will quickly do a 360 attack as it gets up. It is a far more aggressive version of the typical mimic. Note: When it is open: It has blue limbs; when enraged, red.
f) Magic Mimic - When you attempt to open it: You will see a sigil at the top pointing at you. It will shoot a magic spell at you, blowing you away. This throw is easy to escape, but you must be fast. If you attack it, it will create a magic ward around itself as it rises, putting a magician's hat on as he bows and introduces himself, then retrieves a wand. This mimic uses a variety of magic tricks, including illusions, recovery and debuffs.
Now, you may be asking: "Why so silly mimics?". You come up and tell me that Mimics aren't the comedy relief that everyone can joke about? They are suppose to be a mixture of hilarity and horror. Hilarity because they are funny; horror, because they are dangerous