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Suggestion Dual wielding!

Discussion in 'Suggestions and feedback' started by KabbyDankGod, Sep 27, 2019.

  1. KabbyDankGod

    KabbyDankGod Wiki Team Wiki Team

    Ratings:
    +49
    Note, This is very much not an alpha suggestion and don't expect any of these suggestions being added to the alpha!

    Hello, my fellow Eturians!

    As some of you might know, In dyescape your off-hand is taken up by a map, that is used as the minimap. Now, this seems fairly harmless but there is a little problem with it. That limits the uses of the players off-hand. I as a player enjoy the aesthetics of dual-wielding (who doesn't?) and would like this to be present in Dyescape. But how do you achieve dual-wielding while having the map in the offhand? If the devs at Dyescape want you to have that map for exploring, why not disable it while in combat and replace the map with your off-hand weapon.

    Basically, the map is in your hand all the time, till you enter combat. Entering combat would have a couple of other uses, mainly skills that can't be used while in combat or spells that gain new effects when in combat. But in this post, we'll be focusing on the use of it for dual-wielding weapons.

    Essentially, when you the combat state and remain in it, you're unable to use the minimap on your offhand unless you're wielding only one weapon. Instead, the weapon you have put into your off-hand slot in your inventory will be placed in your off-hand, allowing you to dual wield. Though as Minecraft doesn't natively allow you to attack with two weapons, your off-hand weapon would have an extra use.

    Let's say you're a rogue and you dual wield daggers. You could then right-click in combat to throw your off-hand dagger at the target for extra damage. And then if you add poison to your off-hand weapon and throw the dagger, it would place that poison to the target. For balancing you could make the poison weaker when on the thrown weapon and or give it a fairly long cooldown to not let players spam them.

    For knights and other shield using classes, you get a shield. It works like the normal Minecraft shield, allowing you to block ranged attacks like arrows and bullets from a hunter or diffuse some damage off of magic attacks. The block shouldn't last for a long time and would disable your shield.

    This would also allow for special designs for items that are offhand only weapons. These could be items that let you get a speed boost, remove poison effects, or give you a small shield. This allows for more creative items without stacking bonuses onto already strong weapons.

    If you think there should be more added to this post, I'll be replying to everyone and adding everyones suggestions below.

    The loremaster, Kabby

    Other peoples additions:

    From Immortal: More damage on main hand swings when Dual wielding, possibly 15-20% more?

    From Immortal: Off hand items that directly effect your main hand weapon and skills. Fire and frost arrows for hunters, tomes that boost damage for mages and shields that generally increase defense.

    From King (Relentless): Off hand items that require a certain condition met before being able to activate, such as, the user has to be below 30% health before being able to activate the item.

    From Inori: Lock it behind a skill tree, The level they unlock it on would differ from each class and branch.

    From Inori: Generally be able to equip any weapons, unless the weapon is designated as "Main hand only".

    From Inori: Maybe a strength requirement to certain weapons, so dual wielders can't hold two heavy weapons.

    From Inori: Combos, could work by either adding combo points and then using a finisher, having skills that don't activate global cooldown or skills that are split into combo starters and combo finishers. (A starter doesn't put a finisher into global cooldown, but other abilities go on global cooldown)
     
    Last edited: Oct 4, 2019
    • Agree Agree x 2
    • Winner Winner x 1
  2. Immortal

    Immortal

    Ratings:
    +7
    Very interesting suggestion.


    Something I would like to add is that such dual-wielding should increase the damage done by the default left-click attack. It makes sense - hitting with two things should do more damage than hitting with one. Not by a significant amount, maybe a maximum of a 20% increase, depending on the weapon.

    Perhaps these off-hand items wouldn't need to be weapons at all. As Kabby said, they could simply give a bonus to your main hand item. Perhaps holding an 'Arcane Tome' in your off-hand would increase and/or unlock new abilities as a Mage. Holding a shield in your off-hand might give you abilities like 'Shield Bash' or 'Towering Protection'. And maybe this could depend on the main hand too. Combining a Spyglass with a Crossbow could increase the projectile's range, while a Torch with a Crossbow would light the arrow on fire, dealing fire damage on impact. And perhaps a 'Glacial Shard' would make it induce slowing/cooling effects on impact.
     
  3. MrDienns

    MrDienns Lead Developer & Technology Manager Manager Developer

    Ratings:
    +221
    The map is opened by pressing a key on your keyboard, as explained on the hotbar mechanics wiki. You're not limited by anything, you can open and close the map as you wish. There's no problem there.

    What is a problem however; how do you activate your 2nd weapon? Have you tried taking two swords and wielding them separately? It doesn't work. At least, not out of the box. Perhaps there is some server sided hacking we can do, but please beware of this potential limit.
     
  4. KabbyDankGod

    KabbyDankGod Wiki Team Wiki Team

    Ratings:
    +49
    Oh I didn't actually know that it wasn't just glued to your hand. So that is out of the way.

    When it comes to activating the item, I thought you could quite literally just add a thing to items to when ever you right click with them it uses them, similar to shields or fireworks. You wouldn't have to be able to swing with them just do some simple actions that you want to do during combat without opening your inventory and doing something there.
     
    • Like Like x 1
  5. KabbyDankGod

    KabbyDankGod Wiki Team Wiki Team

    Ratings:
    +49
    I really do like these suggestions !

    This makes total sense to me and is a no brainer that should be added if Dual Wielding is added. In contrast the weapons for these classes would be roughly 20% weaker in damage.

    I do like these Ideas too and will be adding them to the post. I know me and you could go on an endless spire so I'm not gonna go too in-depth. But generally I like all of these ideas for Off-hand items and these are the kinda items that I wanted to be added for the special off hand items.
     
    • Like Like x 1
  6. MrDienns

    MrDienns Lead Developer & Technology Manager Manager Developer

    Ratings:
    +221
    Thanks to Discord user EWS for pointing out some references to make clear that this *is* possible if we wanted to implement it. I wasn't fully sure if it.


    Only stating it's possible, a vote will have to decide whether or not we want this.
     
  7. KabbyDankGod

    KabbyDankGod Wiki Team Wiki Team

    Ratings:
    +49
    Epicly
     
    • Like Like x 1
  8. King

    King

    Ratings:
    +0
    It would be a dream come true for RPG players, it could play out amazing with Set Bonuses and somewhat with how some high tier weapons could not only damage stuff but also do some other cool stuff like cast special/exclusive weapon related spell! umm Imagine a sword called, "Blazing Meteor" which you can only get from a hidden blacksmith storyline which as the name suggest can do a mid/high tier smell that would bring a meteor falling from the sky, but of course there will be some restrains like "you cant cast this until you have >30% HP remaining"
     
  9. KingAlterIV

    KingAlterIV

    Ratings:
    +0
    Dualwielding can look extremely broken if swung at the same time a lot. Can be fixed by adding in actual cooldown (that will disable the attack and then allow them to attack a bit later), not Minecraft cooldown where it just decreases the damage.
    https://i.imgur.com/ODJhayj.gifv
     
  10. KabbyDankGod

    KabbyDankGod Wiki Team Wiki Team

    Ratings:
    +49
    As Aeky mentioned, this could be fixed by adding attack speed
     
    • Like Like x 1
  11. Inori

    Inori

    Ratings:
    +4
    I'd like to see dual wielding, however, it should be locked behind a skill tree, hidden quest, or something interesting. Not just something you get off the start.

    Honestly have no idea how the mechanics work, so will just throw in my 2 cents. :D

    Could either have weapons that are specific for dual wielding purpose - set an item in their 2nd hand when you have a dual wielding weapon equipped or allow players to choose between any 2 weapons (prefer the 2nd one) or if there are weapon requirements like Strength 10 to hold a weapon, you are required to meet the requirements of both weapons added up.

    No idea if there are combo's or not, but dual wielding would seem more like speedy / combo generating rather than dealing a ton of damage.

    Not sure if this would integrate into an existing class or be for all classes or be a new class or an upgrade, but if there was a skill for dual wielding, that'd be pretty neat.
     
  12. KabbyDankGod

    KabbyDankGod Wiki Team Wiki Team

    Ratings:
    +49
    Sorry for a bit of a late response.

    I do think yes, dual wielding should be behind a skill tree, but I'm not sure that Dyescape even has a skill tree in the general sense. They have a skill tree where you just pick out your next spell and no passive effects (As far as I know). Though if it was behind a skill tree, It would be at around like level 10 for classes who essentially rely on dual wielding, (a thief or a rogue kinda class.)

    I think that it would be best if it was so generally all weapons can be dual wielded, but there should be an option for the content creators to make items main hand only. This would make certain items that are too strong to dual wield to be locked to just one per player.

    Combos as I see it would have to be similar to how they work in WoW, essentially you just hit the target a bunch with combo point generators and then use a finisher to spend all the combo points. This is due to Dyescape having a global cooldown, so you can't spam abilities. There could be a way to make true combos, by maybe adjusting certain skills to not have abilities, or splitting skills for the combo using classes to combo starters and combo finishers. Essentially making the kit comprised of normal abilities and two-part combos.

    This would most likely be on a new class / classes and for a few branches for the other classes. Note that dual wielding would also include wearing shields, holding magical items or special trinket like items.
     
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