Something that’s catching my eye in the trello patchnotes for v1.17.136,
(moochezz) [Fixed] Prodigy of All awakening lets you imbue fighting styles and spirit weapons onto spirit weapons
Why is it that we won’t be able to imbue Fighting Styles onto Spirit Weapons? Does that not actively put Juggernaut at a disadvantage compared to Paladin, which can imbue Magic onto Spirit Weapons?
Is this one of those times where Vetex has some random piece of lore he’d never be willing to change even though it offsets balancing for a frankly already clearly undesirable hybrid build?
i haven’t played in ages so forgive me if i recall incorrectly but i think the fix was about being able to imbue spirit weapons into themself, because i don’t remember that being a thing
I’ve talked about this with some other people, *AO testers, before I even considered going here; Fighting Styles are not intended to be imbued with Spirit Weapons. These are also the future patch notes for Full Release and not what’s actually in the game, and Spirit Weapons self-imbuing is just half of that note.
The reason you can imbue a fighting style onto a weapon is because what you’re doing (at least metaphorically) is just using that style of combat while wielding a weapon. Magic and Spirit are much too different for it to apply though, and their imbues are more like direct enhancements, so they’re allowed.
Basically Lore > Gameplay.
By lore, fighting styles after a certain point exhibit “traces of magic”. By that alone, it’s not nonsensical for Fighting Styles to be able to imbue onto Spirit Weapons. Even then, it’s not hard to change or even add onto the lore to allow for this to happen.
Seems to not do anything, because I imbued Sailor Style into Eagle Patrimony once, and it did the same damage, same visual effects, and no lightning stun.
As it used to be, all Awakenings only had one “imbue potential”. Whatever your class was, you imbued one thing into another, and not vice-versa. Now, all of a sudden, there’s this one class that has an exception and more imbue potential, thus an advantage over comparable classes. Savant’s the only exception, but it balances itself with how stats work in AO.
In terms of game balancing, all classes should have the same balancing in terms of Awakening, and giving this one class more imbue potential than every other class is not particularly balanced.
Feels like bias against FS again, because he’s said time and time again that trace magic is responsible for the effects, and you can see those effects in action, so a small difference from the solid-like iron leg aura would have at least a small effect. It’s not breaking the laws of physics to have one kind of magic affect another when other magics affect other magics.
Honestly, easy fix: Spirit weapons are god related or whatever, and you cannot modify the god’s power, therefore no imbuing magic into spirit weapons. Paladin would still be good but more on par with other classes. (Let’s be real though, zerker and juggernaut are not making it out the bottom of the tierlist anyway)
yeah but fighting styles imbuement capabilities are gonna make knight gonna feel underwhelming, much less so obviously cause it’s got much more options, but I whole heartedly agree with the idea that the first awakening should never give you double imbuement except for savant (paladin makes savant feels so much less appealing too
Frankly, all the Pure Classes and Knight need something interesting to their Awakenings. Most players are going to want to be a Hybrid Class because imbues are objectively cooler than a second magic that some people frankly don’t even use. At the very least, most of the people I know and myself, we rarely use our second fighting style or magic unless there was a synergy to exploit or for an instant dodge reflex.