I don't know how the rest of you feel but every time I give weapon suggestions to new high tier battlers, I find myself with only one or two worthwhile options. It would be nice to have a larger variety of weapons to use at higher tiers that aren't useless.
Some ideas for tiered weapons
Weapon 1: 30 - 42 attack 30 defense icon A, 30 defense icon B 8% heal T10 3 mod slots curse or blessing
Weapon 2: 35 - 50 attack 20 defense icon A, 20 defense icon B, 20 icon C 10% heal T11 4 mod slots both curse and blessing/ stat booster
Weapon 3: 35 - 44 attack 90 icon A 8% heal T11 4 mod slots curse and and blessing
Weapon 4: 38 - 45 attack 50 defense icon A, 50 defense icon B 9% heal T11 4 mod slots curse and blessing/stat booster
There are also only 4 T12 options released on site. It would be nice to see more weapons for this tier and add variety.
Curses - it would be nice if we could have a curse that disables an enemy weapon, doesn't allow your opponent to heal, or doesn't allow your opponent to use scrolls for 1-2 turns.
Blessings - extra heal, freeze protection, steal protection, or block in a different icon are always nice
Weapon perks - something like stat boosting, steal fodder generation, stealing an opponent weapon, chance to freeze, or extra damage when used with another specific weapon
[edit] Scaling weapons - scaling by tier vs scaling by individual stats. Personally, I prefer scaling by tier so that you have the freedom to choose how you want to build your pet instead of forcing you to build up a particular stat.
What do you guys think? What kind of weapons would you like to see at high tiers?
Nachos Secret Sauce does temporarily disable the ability to use one of the two weapons your Challenger would have used next turn. I can see a place for lower and higher tier versions of this which have lesser/stronger features of this particular weapon. Allowing a weapon like this to be infinite-use would be seriously OP though.
Not allowing your opponent to heal and not allowing your opponent to use scrolls are challenger abilities that make up for the fact that they don't really run on an AI but instead run on random chance based on how many copies of each of their weapons they carry. It allows them to be strategically and tactically interesting besides just giving them a fuckton of hitpoints or a major swodge of damage icons. Now me, I hate the tier system. But if you allow users who are not brainless like challengers are to use either of these abilities, they will be able to hit way above their tier. Easier to just abandon the tier system than to do either of these things, IMO.
I'd like to see a new Ice godly since Sandreaver's pretty much not a viable option, and don't know if it ever will be in the future, due to it being a Genetech combo.
I'm cool with seeing more weapons that block two or three elements for like, 75 each, than just 100 of one element. We definitely need more anti-steal/freeze blessings thrown into the mix and not having to rely on mod crystals so much.
How about reverse scalers? For example, you'd have a high tier weapon that does mediocre damage from a pet with +2000 speed, versus the absurdly awesome damage by a pet with only <500 in speed. Anything to encourage unique, strange builds. And by making it a high tier weapon, you're not needing not to worry about lower tiers abusing it.
Or a bomb that deals way more damage to the opponent with a low intelligent pet (at the cost of recoil damage obviously) versus a high intelligence pet. This one probably wouldn't work well at later tiers due to needing AP for scrolls, but maybe for early tiers, it could be an interesting dynamic. You sacrifice a PQuill in the process most likely, but if you need one more hit to just barely win the battle, I say go for it.
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People are probably going to think i'm joking with this, but honestly this is probably balanced, if not underpowered:
T12 Multiuse 140 dark icons 60 Air icons
[Center] [tp=thesovereign] :dmg🔥 [tot=thesovereign] :dmg🔥 [egg=thesovereign] [spoiler=Interesting High Score Tables][url=https://subeta.net/games/battle/scores.php?enemy=206]Paramesian Buttwing Bomber[/URL] [url=https://subeta.net/games/battle/scores.php?enemy=210]Paramesian Recycle Beast[/URL] [/Spoiler][/Center]
Any more dark and light blockers. I would also love to see a dual light/dark blocker! Now that would be amazing!
In regards to disabling opponent weapons or scrolls - I would make it a very low chance of activating, like pbows low chance to freeze. It would be something like if it even activated, it could change the tide in low battles.
I think I would only be underpowered if your opponent blocked all dark instead of 100 dark
I would love some more tiered weapons, and disabling scrolls could be a really cool component to our side of battling! Definitely need more weapons that boost stats in battle too for the lower tiers ;D
You could make that weapon any 2 colors and it wouldnt be overpowered.
People would use them, but only for battles they were going to win either way. The hardest challengers require healing and 200 icons would probably just barely make it worth while to bother with a weapon that does not heal.
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- I'd love to see a weapon or two with high damage output and nothing else. I don't imagine they'd have too much utility, but it would be fun to tear through BQs with! Something like that would also be great for bosses, and for those opponents like Careaper whom you have to hit hard and hit fast or else you're done for.
200 icon constants would be some of the most niche weapons on the site. They would be extremely limited, and would mostly be time savers on overkill opponents. I would imagine you could probably do something like:
25mil 100 icons
150mil 150 icons
400mil 200 icons
3.75bil 300 icons
And I would bet not one of those would break the meta. (If all Tier 12)
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Ah I missed that it didn't have a heal on it. That would be interesting for BQs. Personally, I would like to see more weapons that have different effects or perks on them instead of something to grind through BQs. Something to make battling more interesting.
I think the problem with your approach is that to make battling more interesting, you need to give it an appropriate power level. The weapons that you gave generic skeletons to are probably too weak to see actual play. Depending on where they lie on the price spectrum maybe they end up being decent budget options.
If you are going to try to theory craft a weapon, you have to start with saying what would make me actually want to use this thing. I would bet that of the 3 weapons you posted, all 3 of them would be underpowered to the point they would see almost no actual use.
I think the easy low hanging design space is really to make a limited use weapon, and see how much stats you would need to give it to make it interesting. I think if you gave a mono attack weapon 100 icons, it might see some niche use in BQ sets, but I don't think anyone would actually try it out on hard opponents. Where the 200 icon constant - that might actually be worth pairing up with a god weapon against some of the opponents. (I think ultimately it would still be too weak to be more efficient than a 2 god set up, but it would make you want to try it.)
I think the other low hanging fruit would be a mono shield. Picking the right number of icons there actually seems pretty tough. Something like 30 icons x9 icons seems way overpowered, but 20 icons x7 icons feels a little on the weak side.
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The attack icons I listed were based off of current T11 weapons like natasha and the ether. No god weapon on site does over 100 icons of damage by itself. I am all for adding more attack icons, but not to the point where they are extremely overpowered.
[edit]
That being said, 50 attack across 1 icon or 60 across two icons would be interesting to see. I'd like to see more stat boosting weapons as well.
I would be more interested in seeing effects on weapons instead of just raw power. If a weapon only does 35 attack icons but has the chance to freeze your opponent or disable an opponent weapon, that weapon is worth using imo. You have the chance to stop an enemy of using a weapon that could potentially curse your pet.
I've long felt the legendary weapons and the legendary combos should be among the best weapons at their tiers, period. There's little that's suckier than getting, say, a Shinigami only to learn that you shouldn't waste your time battling with it.
Off topic, but this is leading me somewhere...
The legendaries should be among the best T5 weapons on the site. When you get to T7, you can combine them into some of the best T7 weapons on the site.
But why not be able to combine legendary combos into legendary combo combos? Take two T7 combos and make a T11 or even T12 weapon that is again one that's very useful for its level.
My absolute favorite weapon on neopets was Hubrids Puzzle Box, which first use generates the second form, the second form generates the Statue, and the Statue drains 1/3 of the opponent's remaining HP.
It would be a great addition here too I would say.
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We certainly need more worthwhile options. The most recommended weapons are healing based with a specialized block, and most are hard to come by.
Also, there has been very few weapons released recently. SAD! These are the results from Subetalodge for weapons sorted by time created: url=https://www.subetalodge.org/list_weapon/sort/subeta_id-desc/rhigh/999/excludeub/true[/url]
About stat type favoring weapons, maybe we can take inspiration from some we already had:
Strength The biggest issue I'd say is the lower than average damage. This can be remedied by increasing the average damage or adding a strength boost. However, some battlers like to use this to benchmark their max damage, and the str boost will make it harder to determine.
Defense The warplate is hardly used at T10, but the breastplate is useful for some challengers at T6. For the warplate, increase the block, and omit the 0 blocking chance. Also, include the healing of the warplate and the defense boost of the breastplate, but up the defense boost.
Speed Create a multiuse bomb, and increase the attack icons to 100. Boost speed by 100 per use to increase critical hit chance. Have a similar blessing.
Health Have an average healing percentage of 20 percent with no cap, and boost all other stats or a high boost to a single stat.
Having current weapons revamped is also a great idea. I agree, the war plate would be more useful if it blocked more. 7-9 block at T10 is completely useless.
I agree that there could be more variety with high-end weapons. My sets almost always include two constants, Soma Tablets, Recycle Blaster, Phoenix Quill and Reviver of the Lion, then filled out with things like Intricate Energized Helmet, Volatile Energized Mecha, Bear Head Bomb, Captured Eternal Flame and Amulet of Drakkonis if appropriate. The rigidity not a good thing.
Defensive options are in a bad spot. Mixed heal/offence with a single block tends to be more effective than anything; I recently brought my Cobalts out for a spin and they are far too unreliable to even be clutch against big opponents. The chance to block 15 dark is killer against something that's putting out over 100 icons (I know the equivalence isn't exact, but you get the idea). I'm better off clutching to Ocean Currents. Some variety isn't bad but there needs to be consistency, that's what you're looking for above all else and what the godlies offer in spades. I realise that Cobalts are probably too cheap and available to be worth anything today and I realise scrolls are very abusable given infinite AP, but some high-end options (cap it with achievements, even) useable against freeze protection opponents would be nice.