Anyways, as far as my ramblings go— I have yet to provide anything that’s actually ontopic for this post. I do think there is a general “class identity” that Oracle/Spirit could go for, and I think that’s needed just as much as fixing the general problems of:
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Having no Relics (We should’ve release with ~7)
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Having no basic rites (11 is abyssmal, especially with the addition of rite books, we should’ve had like 20 basic skills).
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Relics being atrocious to obtain progression wise (Bosses who spawn anywhere + not being told which bosses will drop items).
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Relics being so damn expensive that you can’t even use all the current skills as the pure build (including a skill from the second Relic we were ever shown).
So from said basic problems that’ll be listed, My reword / further progression of Oracles would be… Making it focused on area control. Gods are known to reside in their own domains in the story; The users of Relics are known to terrorize areas for extended periods of time (which would require keeping people there); the ability of the energy they use is known for modifying natural structures and creatures.
All of which to say that this is a more than appropriate gimmick for Spirit, and would still allow it to have the basic necessities, and be simple. Just make Relics defining feature be that it can modify areas and creatures as it already could do in lore.
Main Tweak
First off, I’d probably give Relics an innate effect after hitting a surface or creature. It’d be a trade-off from not having elemental statuses by default, Vetex said Relics would get that in the future, but I would be fine if that was exempt in trade-off for this. Just say that the energy from the Gods will add properties to the things it hits:
- Allowing the Patrimony to electrify objects hit for some DoT.
- Make the ember staff make objects more durable yet slow.
- Causing the Tidestone band to create fractures objects and cause a reverberating quake.
- Let the Staff of Night shroud objects in darkness.
- And have the Crystal Orb cause objects to radiate.
Like how Strength imbued Weapons will also use the technique abilities, and how Magic imbued Weapons still create debris; anything imbued with a Relic would also give these effects.
God souls would add these effects to Relics, and depending on the stability, it would change the potency of the reaction. Like Poseidon soul would give a weaker version of the Tidestone’s fracture effect on most Relics; but on the Tidestone band, it’d make a superior version of the effect that lasted longer and was larger; but on the Patrimony, the effect would just cause the rupture and electricity to “short-circut”, sending streaks of the rupture effect across connected objects, but the instability allows this to damage the Oracle as well.
This would actually make God Souls feel like they do something, and would make Relic imbues feel more important (and the Relics themselves), as its currently the least impactful imbue in game. Honestly, i think this alone would make Spirit feel like it’s actually doing something; it’s honestly quite bizarre how a power outside of the normal 3 feels so much worse than any of the other components, nor has anything unique about itself.
Minor Move tweaks
Other than that, i think more of the moves could relay this virtue. Like Spirit Burst/Shockwave could flatten the floor, as if the user created a shockwave by altering the spirit energy in the terrain to push it away from an epicenter.
I still think Spirit Hound should’ve been a summon, it would’ve been cute; I guess, most other builds can only shape creatures at like level 200 in state investment, I’d be fine if the move got more expensive to accomodate, but a simple melee summon that could be used at a decent-ish investment would be cool.
Spirit Drain should’ve been replaced with “Spirit Disfigure”; let me Mahito a person. You could argue that it’s hard to create a functioning creature, so it needs to be higher stat cost— but it takes no skill to be a terrible doctor. Spirit Drain literally does nothing unique, it’s just a grab right now; every Relic hit has innate Regen anyways.
Other than that; Spirit Blast, Barrage, Rain, Walk, Rise, Wall, and Flight are fine for their current stage, I would probably modify the costs though. Right now, Rite prices (ignoring the Relics) are 0/40/160, with 100 being for most Unique rites. I would probably change this to 0/30/120/200 alongside adding more rites; this would scale better with the other classes.
Unique Rite Tweaks
Honestly, not too many of these are going to be changed, the main tweak already makes most of them justifiable. Most of my tweaks here just differenciate them from spells because these are skills made by a god, they shouldn’t be so easy to replicate.
For Aithoro, despite my love for the skill right now, I would tweak it to be a good bit smaller, and instead had the extra size go towards making it constantly spew rays of energy; He’s the god of the day sky (more literally the “bright upper day); letting the signature ability look more like something related to the sky / day would be cool, in this case, it would look like the glare of the sun. I would try to do this for Aithraki too, but I can’t think much for the clone thing.
I would rework Astropos, but I really have no idea what to do with it. It’s just such a boring move. Astrapikis is fine, Its a good simple move for the first unique rite.
Finally, the Staff of Night; Nichtaplia should make you slightly translucent whilst it is active, its the god of night, I imagine the rite to be making you harder to hit via covering you outside of the light; it could get weaker as you lose charges.
Nichtetheis and both the tidestone skills are fine imo. Again, I can accept that these are weaker relics, but it still feels like they should have a bit closer of an identity.