Add a spin attack to some melee combos, full 360 spin.Ī lot of these weapons are cool but have the same problem as melee weapons.Different combo swing count so daggers has 3-5 combo before restart. Make it more visually apparent that you have a different weapon. Daggers – Very Fast Swords – Fast/Medium 2h – Medium/Slow Daggers – Short Swords/Rapiers – medium 2h/Spears - Long Add or subtract range from all the melee weapons.This might be obvious to some but you never know who might not understand. Special note: I use (2h) to mean a heavy weapon that requires both hands to swing. Makes weapons like twin daggers/assassin dagger not very special. Also critical damage as a mechanic is being over used. Could be colored to show rarity? (white-basic/blue-rare/gold-super rare/artifact)Ī lot of the one handed swords seem way too similar. Will show a basic sword/bow/shield symbol on bp to show what type of weapon. Make blueprints blank, so they don’t know what they got till they give it to the collector.Once the player gives the blueprint to the collector it is auto added into rotation.Once the player picks up the blueprint the item is auto added into rotation.Note: Would have to remove the 10-30 cell unlock cost and make them auto unlock when blueprint received for this to work. Make weapon unlocks forced so players can’t control the random drops of enemies.
#Gungeon does blood fountain effect stack upgrade#
Critters upgrade = can jump at enemies => can jump up and down => critter kills create a new critter.Note: The 4th upgrade will be the 20% damage we normally get but all in one, instead of spread out over 4 upgrades. Something that makes me rush a specific upgrade. When in reality all the damage comes from strength stats. I spend so many cells for a measly 5% damage boost. The upgrades in their current state seem very stale and so lack luster. A concept description and then some examples. Putting all my ideas into one single post.