The spells should just be removed from arcanium weapons, and they should get all 5 weapon skill slots.
The stats on arcanium weapons should be the same as what the corresponding magic is, and bleed should be replaced with whatever status effect the magic applies.
Strength and Arcanium weapons should have their requirements evenly split between weapons and strength/magic
Arcanium
Basically, the idea is to make them the strength weapon equivalent for conjurers. Strength weapons don’t have built in techniques, so why do arcanium weapons have built in spells? If vetex just wanted to add a cheaper version of spell shapes (as that’s all having spells on arcanium weapons achieves) he should just reduce the magic requirement for spell shapes, or add things like staffs, tomes, and wands meant to do that.
The other issue is that they aren’t distinguishable in any way from regular weapons. Strength weapons provide a passive stat change and they all have unique stats, and some even have unique status effects. But Arcanium weapons all have 1x 1x 1x stats, with no hidden modifer, and no special status effect even if you have a status-applying type of arcanium, like ice or fire.
Strength/Arcanium
Strength weapons aren’t as problematic, but they recently got a bandaid fix to an issue that only existed with 1-2 skills that affected how arcanium weapons were impleimented. Seismic Rift, and maybe Raging Chaser too, were too big on strength weapons, which resulted in hybrid weapon requirements being changed so that strength weapons would lose access to those skills.I say it’s just a bandaid fix though because they’ll soon have access to those skills again and they’ll just be even bigger and more problematic. The overarching issue isn’t those skills, it’s just that strength weapons are absolutely massive.
However, the passive strength weapon size increase was removed, and Seismic Rifts size scaling no longer affects how far it reaches. The issue reducing requirements was supposed to fix is nonexistent, meaning there’s no need for it, and it’s just restricting Strength and Arcanium weapons for no reason.
I was talking to one of my friends about arcanium weapons and I said something like “vetex really messed up with these”, he said “moochezz added them actually so this isn’t on vetex”
i told him vetex decided on how they’d work a long time ago probably before moochezz was even around, and moochezz probably even offered to change them (as usual) and vetex said no because that wouldn’t fit his creative vision (as usual), but this was just speculation, not really surprised that’s actually what happened
Arcanium weapons are meant to be usable by both mages and warriors, but to lesser degree than conjurers.
Thus, I think a far better solution is to allow the first 2 slots to have pure spell/skill and require only one stat, magic/weapons depending on the move type, to be used.
This still allows conjurers to make use of all 5 slots, makes arcanium usable for both magic and weapons builds, and allows for more customizability.
Vetex should try for ONE update to let Moochezz/Dreay decide they want to add, rather than being shut down or ahving to change things because of Vetex’s vision.
First, just because that’s how it’s meant to be doesn’t mean it’s how it should be, though that’s not even how it is. Warriors can’t use arcanium weapons for the same reason they can’t use strength weapons: the weapon skills don’t require only weapons.
Second, if warriors could use arcanium weapons, it wouldn’t add value to warrior. It’d turn into a default piece of arcanium just like arcanium armor does. Warrior already has a plethora of exclusive weapons, giving them access to arcanium is not helping the game in any way.
Third, if mage wants spells with altered stats, then they can use shapes, they’re there for a reason. Going out of your way to give them access to arcanium is redundant and ultimately pointless. If warrior and mage should get access to arcanium weapons then I don’t see why strength weapons shouldn’t be made accessible in the same way to beserker and warrior.
Fourth, every other weapon hybrid (savant, warlord, knight) has access to far more than conjurer does. In every single scenario they’d be far better as conjurer (and incidentally savant) exclusive tools, because the only other classes that could use them don’t get the slightest benefit from doing so. Replacing the bit you quoted would be robbing conjurer of potential content just so other classes can get something they absolutely do not need and would not be hurt in the slightest without.
Like actually, conjurer is in such a hole right now, magic/weapon focused savant is so much better. The only thing the average conjurer build has access to that savant doesn’t is strong force and dragon song, and those two skills make up for nothing.
I personally like the idea of Arcaniums coming with unique spells. It’s nice that every Hybrid weapon isn’t just a reskinned weapon with stat requirements. They hardly do anything for magic builds[1], so it’d be a nice feature if we could change where they were placed[2].
Warlord is unique because Strength techniques don’t effect the actual weapon, so more emphasis is place on the features given by the style you use, without worrying about being locked to a styles exact stats— such as the explosions gained from Powderfist. Personally, strength weapons are more or less there to give a bonus to that styles initial effects.
Other than that, yeah, they should be allowed to have the default status of the magic they come with, and have that alter the stats by a bit; I assume the reason they don’t is a benefit for conj[3], but the alternative solution just feels better than what it currently is.
As of now, the only benefit is allowing you to trade off basic spells for lost ones. Even then, you lose the ability to edit them.
Conj gets a benefit out of this because they’re currently unable to modify spell shapes, and it allows it to happen for spells that normally can’t have have shape mods (like beam); given that conj tiers are roughly on-par with Mages when conj uses arcanium (i think), it’s balanced enough, despite Mages being capable of using it. ↩︎
seriously, if they occupied the 3rd/4th slots they’d be so much better than they currently are. Conj’s have to use the more expensive slots because of that. ↩︎
I would assume this is a preventative for savant… as this would immediately enable them to imbue attacks with two abilities, well before grease and BD’s come in.
I think this could be resolved by reducing an arcaniums damage for every synergy/status it posses, but not counting the tier of said effects.
This would again, give conj a benefit to their skills, as it’d be stronger effects from them; and could close the issue of Savant getting another series of statuses. ↩︎
Blast, beam, self explosion (always sphere), and snare aren’t unque. And for hybrid that’s useless, they already have those on the base magic. It’s not like they have enough options to replace them, it’s purely redudant. If hybrids had access to more spells, or if arcanium spells were actually unique and specifically made for arcanium weapons, then that would be swell.