How Would YOU Rework Oracle?

Game maker invents class thats main characteristic is that it is an entirely different power from another one and shouldn’t have similar moves to eachother → makes moves for that ability → gives those abilities to the class that should have a different moveset anyways.

Magic is only winning because the battle was rigged from the start.

Add more relics, reduce the cost of rites, rites and ass more god soul interactiona in general

Orcale is fine in the way it is.

Man who doesn’t know how to swim comes to swimming competition, infuriated by his opponents’ swimming abilities

heyyy fire ash is a good combo! im not using stuff like plasma water to be different :roll_eyes:

kinda, i thought oracle was going to be like, spawn real stuff instead like:
eagle patrimony: electric clouds
crystal orb: solar stuff
staff of night: shadows and necromancy
fire staff: fire tornados

*Man with unique swimming technique gets outed by the ref and has his whole style carefully explained to the competition before the match starts.


Embed fail point and laugh

okay stop with the analogies

Vetex told us “Ability to manipulate and cause natural or living phenomena” and did not deliver :sob:

That is done by inflicting an statuses synergys

then mages get construct

Ability known to be very destructive and bad at making creatures → ??? → Ability to make minions.

  • Removed showcased ability to make creatures from class known to make creatures.

Why.

then u have zerkers making wolfs, serpents and birds (that moves) with their aura or something like that

Play stupid builds, win stupid movesets

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:

  • Having no Relics (We should’ve release with ~7)

  • Having no basic rites (11 is abyssmal, especially with the addition of rite books, we should’ve had like 20 basic skills).

  • Relics being atrocious to obtain progression wise (Bosses who spawn anywhere + not being told which bosses will drop items).

  • 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.

5 Likes

I’d go to the extreme of just going to drawing board and giving it a completely new function that contradicts the lore. Which is just creation manipulation in general, with relics being the wpn/spirit hybrid? Maybe for magic we could utilize the divine magic suggestion? For fighting styles… I have no ideas for that but we can just steal from some cool looking anime?

(I love Hunter x Hunter so maybe we could get something reminiscent of Nen and personalization of aura and access to changing multiple aspects of it like a hatsu or whatever they do in JJK?)

It’s new identity could maybe give skills on armor? Maybe be an enhancer/buffer/free control to the other side of your stats if you’re a hybrid? Sort of like the spell customizations but way more advanced? Maybe you can apply said customizations on your body like how it was stated in the lore? Maybe it can be a bit more passive like before?

The potentials were fantastic for this but it’s basically just magic weapons and imbues. Not saying these are good for the game or balanced or even realistic since I’m just floating ideas and concepts but it would’ve been way more interesting and creative had these types of questions been asked. Not just for spirit but for all the other classes as well.

Lower the reqs.

Lean into the creation bit with more summon stuff. Magic having it’s own summon with conjure elemental is fine, but spirit should have all the better more interesting summons. Like animals, monsters, and the like. Also not living things like storm clouds that could follow over the enemy and zap them. Maybe an attack from the fire staff that makes fire burst from the ground in pillars around the user.

Spirit weapons that don’t come from minibosses. Ones that you can find and pick up in secret spots like the weapon in the nimbus wilds and pefkos(not a secret spot but same mechanic) would be cool. Have one that’s pretty easy to find at frostmill, maybe in the ice mines since most players will do the quest to defeat the ice smugglers in there. Have a guidebook page for it too basically just saying “hey this isn’t a one off you can find other relics, weapons, and armor in other secret areas on the map.” One that can be found by doing a treasure chart would be good too. Maybe one in each sea.

Anything to direct the player towards minibosses. This is a suggestion for minibosses in general, but their posters should have like a symbol on them indicating that they are minibosses. Then on their poster have something in their description about them. Specifically for oracle ones have it actually state that they have some mysterious object that seems to fire some weird energy or something along those lines. Just something to actually help players realize that some minibosses drop relics instead of relying on them randomly coming across them.

Decrease Laelus’ level and have him strictly spawn in the northern half of the bronze sea, taking priority over any other npcs that might spawn up there.

This is kinda just adding on to the lowering reqs and giving relics better attacks, but at this point in the game pure classes are getting into some of their cooler stuff especially mages. Aithraki is something oracles should already have rather then being forced to wait longer for, and in nimbus we should be getting relics that at our current levels can already do some crazy moves. Like let me get something that summons some mini kraken tentacles around myself. That’d be awesome.

6 Likes

I’d give them all jojo stands that actually do the attacks instead of weapon thingy

Honestly I feel like beyond 3-4 distinct powers in a system you start overlapping heavily. Typically going

Weapons

Physical

The system’s magic/power system

Maybe an alternative but you need a more unique system for it to really work.

AO it doesn’t. Spirit and magic are different in lore sure but they’re also really not as they are typically always connected with eachother. I don’t think AO is set up to the degree to let spirit shine out. A support power system wouldn’t work well as… you’re solo a lot you’d be at the mercy of others.

2 Likes

Wtf are you running mine does 250 wtf

I’m talking total, as in both ticks of damage, 170 power though