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Nightingale Legacy Portal
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Created by Guest
Created on Jul 23, 2024

The Bound Part #5: New Ranged Bound - Community Theorycraft Project

The Bound Part #5: New Ranged Bound

Greetings Devpeoples,

This post is part of the Community Theorycraft Project. Something where multiple members of the community gather together to discuss existing and potential new additions to the different elements of this wonderful game. Things we would like to see, we would like to change, and ways to go about doing so.

This topic of focus is The Bound, the gruesome creatures unleashed by the Pale. We dive into the wonderful theme and flavour presented by them. In fact, so captivated were we by this particular topic, we may have overdone it slightly, exceeding even our own estimates of total content. This has resulted in this submission being the largest one from the CTP to date.
As such, we have decided to split this into multiple separate topics, and link each one within the forewords so those interested can travel from post to post with ease.

As always, we would like to thank you for your time and continued development of this wonderful game.

Bound Posts:

  1. Bound Part #1 - Materials of the Bound
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-416

  2. Bound Part #2 - Corrupt Enchantments
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-417

  3. Bound Part #3 - Existing Bound Changes
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-418

  4. Bound Part #4 - New Melee Bound
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-419

  5. Bound Part #5 - New Ranged Bound
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-420

  6. Bound Part #6 - The Accursed
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-421

  7. Bound Part #7 - Quest 1: “A Shot In The Dark”
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-422

  8. Bound Part #8 - Quest 2: “The Binds That Break Us”
    Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-423



New Ranged Bound

This particular post supplies a handful of new ranged variants of existing Bound, each approaching ranged combat in a slightly different way. Each Bound we have supplied including their appearances, combat styles, potential drops, and which base type they are derived from.

Our goal here is to add diversity toward the combat encounters Players experience with the Bound, adding further depth and (hopefully) an enjoyable element of complexity to fights with these wonderful, terrifying creatures.

Note: As part of “Post #3 – Existing Bound Changes”, we supplied the idea of providing the different Bound with thematic, and useful damage resistances and vulnerabilities. Such things are intended to grant Players a larger challenge and reward tactical gameplay (bringing the right tools for the job), whilst also not outright limiting Players from just pushing through more difficult fights. It may just take longer, require some more resources, but doable. With the Bound in this post, we’ve also supplied similar Attributes and Abilities, intended to provide that more tactical element.


Bound Bandit

Type: Variant
Base Creature: Bound Sniper

Gains the following T1 / T2 / T3 Attributes:
+10% / +20% / +30% Missile Damage Resistance

Appearance:
Shrouded in a tattered, wretched duster, bare torso with sewn shut bullet hole scars, and a pistol in each hand. The Bandit evokes imagery of the Wild West gunfighters. The guns are tied to his hands. Rather than wearing boots, spurs are grafted directly to the bones in his feet, which clank lightly as he walks. The skin is drawn taut upon his face, creating a permanent, menacing grin, nothing pleasant or whimsical exists about this Bound.

Combat:
Dual Wields Pistols (Revolver), the Bandit fires in bursts of several rounds at a time in intervals. The Bandit closes toward its enemy, taking up a firing position within close-medium range, as the accuracy of the Bandit increases the closer they get. If engaged in melee, they attempt to disengage with a dash whilst continuing to shoot.

The Bandit fires Maleficium ammunition, dealing Maleficium damage over time to enemies it hits.

Drops:
Bombardier Metals (30%)
Gunpowder (30%)
Bound Sinew (20%)
Bound Flesh (20%)


Bound Onager

Type: Variant
Base Creature: Aegis

Gains the following T1 / T2 / T3 Attributes:
+50% / +75% / +100% Poison Resistance


Appearance:
Huge and hulking, this Aegis variant carries no shields. Bladed and spiked gloves upon its hands, crude and rusted and gruesome, but not obscuring its grip. Across its back is a large yew and rusted bombardier metal cage, full of glass and metal canisters, each of which is filled with a sickening looking gas. Looking within, there seems to be some kind of flower kept within the gas. The face of this Bound is covered with a crude kind of gas mask.

Combat:
When first engaged, the Onager begins throwing gas cannisters at its target, which break open upon impact, unleashing clouds of poisonous gas. The impact deals Bludgeoning damage, whilst the gas deals Poison, and applies a DoT.

If engaged in melee, the Onager will resort to using its Cestus fighting gloves, and brawl. It deals very high melee damage, but it is slow and easy to stay out of melee from.

Drops:
Bound Flesh (40%)
Bound Sinew (40%)
Corpse Flower (20%)

New Material - Corpse Flower
Counts As: Flower
Can Drop As: Flower (80%), Seeds (20%)

Attributes:
+20% Poison Damage
+15 Maximum Stamina


Bound Scout

Type: Variant
Base Creature: Lamplighter

Gains the following T1 / T2 / T3 Attributes:
+50% / +75% / +100% Stability (Resistance to being knocked Prone)
+20% / +40% / +60% Fire Resistance

Appearance:
The Scout’s appearance is horrifying. With 6-8 limbs, all human-like arms with hands (fingers bound in 2’s), this Bound scuttles more like a spider would. Within its mouth is bound and strapped a lantern light, only visible when its mouth is open, functioning as a kind of sickening bullseye lantern.

As the Scout strides along, it periodically opens its mouth, using the light to scan the area ahead, before moving onward.

Combat:
When approached in combat, the Scout opens its mouth and unleashes a blast of horrific fire from the lantern contained within, setting all creatures in a line extending away from it aflame.

Whilst on fire from this effect, the target acts like a beacon to other nearby Bound, causing them to take additional damage for as long as the fire lasts (Fire Resistance reduces the strength and length of this effect).

Where possible, the Scout avoids melee combat, preferring to skitter up vertical surfaces and along roofs, where it can more safely attack its enemies without risk to itself.

Drops:
Kyrosiphon Metals (40%)
Bound Sinew (30%)
Bound Flesh (30%)



Contributors:

Apothete, Double Space Su, Kahz, Katari, Phylon, Shrike

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