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)
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)
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