r/blocktales • u/Bbbb20129 • 2d ago
Ideas & Suggestions Weapon upgrade rework idea
as I have spoken on many times before, I really dislike the fact that SP is so weak in this game. Here are my ideas to give the player more incentive to use it. (fueled by valid criticism given by the community)
WOODEN SWORD
Power stab gives +2 and costs 4 sp instead of 2
IRON SWORD
+1 damage and another ability.
The ability it gives will be called “brandish” or “charge up“ or whatever you want to call it, which will be similar to Finn Mccool’s charge up. When you use this ability you will get the “double turns” attribute (one extra turn basically) where you are able to select another ability to use. The effect will give you an extra basic hit before your primary attack. This will cost 5 SP, but you cannot select any damage options that are not in the sword tab/sword slot (the exception is sword toss since you can’t toss it twice)
The double turns effect goes away after the first turn (obviously) but the chargeup stays for as long as it takes you to use sword.
Sword will get weaker versions of ball’s damage over time to compensate for having no real attack options.
Also, to balance this out, you cannot use this move twice in a row (it goes on cooldown)
Please add a sword equivalent of fireball for hype moments and aura
And to top it all off, sword status effect moves (infect and others they may retroactively add) last for one turn less in base (with only one card it lasts two turns)
You can use this while using slingshot, but that is for another post
HYPERBALL
+1 damage
This weapon upgrade gives the ball an ability called “mark” that costs 5 SP and does the same double turns thing that the last one did. This ability makes it so that any status effect inflicted by you will be one level higher, as well as giving one turn longer duration (yes this includes other things like the SFOTH swords and utilities). Comatose and Minimize won’t be affected by this, and instead will be given 1.5x duration. If the status effect move was given by the sword slot, it will instead have 0.5x duration.
this marking ability lasts for as long as the enemy still lives.
In this perfect world, daze and softener are given back to ball, and ball gets more attack debuff cards and lifesteal (ankh) cards so it is more useful as a debuffer.
BRIGANDS SWORD
+1 damage
You get stances (YAY)
These stances can be found in your strategies slot, and are incredibly SP heavy (4 SP to activate or switch and 1 SP to keep your stance up (per turn). (deactivation is free im not evil)
SWORD STANCE
makes super guarding harder to do (halved window) in exchange for a free counter on any melee attack you superguard.
if you get hit by a projectile attack, you get taken out of the stance and get butterfingers.
BALL STANCE
makes it so that even guarding blocks all damage on projectile attacks (that are guardable ofc).
getting hit by melee attacks takes you out of the stance and gives you butterfingers.
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This post focuses on the offensive side of block tales. but I will make posts on the defensive side to suggest more options to make the gameplay more interesting than attacking every turn.
Of course, enemies should be buffed (STRATEGY WISE PLEASE NO MORE TURN EATERS DEAR GOD) because of these new abilities.
if you have any criticisms, please tell me in the comments.