Lost Spell: Orb

Lost Spell: Orb https://forum.arcaneodyssey.dev/uploads/default/original/3X/c/9/c914a37098a3b8c5cba59959a4062dad2dce7377.jpeg
effort 4.428571428571429 7 quality 4.857142857142857 7 reasonability 3.9 10

Orb, a different take on spells

Background Context

I must say, starting now i’ll be unapologetically referencing Tower of God in my suggestions. Specially past season 2 i think there are many techniques that fit this game’s themes and combat. This one right now is based on a skill of same name.

During spell creation, you’re prompted to pick between Blast or Explosion, as well as the amount of orbs (up to 5). The more orbs you have, the more energy will be drained and less powerful each individual orb will be.

On cast, an orb of your magic will form, floating over your head and following you around.

While the orb is active, it’ll passively drain your energy poll, becoming bigger in the process. If you hold cast the orb (charge) it’ll drain more energy but charge faster. While the orb is charging you can cast other spells.

When fully charge, the orb will release the selected spell (blast or explosion). If its a blast, it’ll release various blast type projectiles in the direction of the cursor.
If it’s an explosion, the orb will release various explosion type spells from it

Visually, the orb while charging looks like a mass of swirling energy that grows as it charges.

Reason to add

Different from the base type spells (blast and explosion)

  • the orb version trades speed for volume, being able to release more energy at once.

Risk/Reward interactions

  • while charging the orb, you may cast other spells, but to balance it out, if you run out of energy while the orb is charging, the orb will be cancelled.

Movement is key

  • One advantage is that, after the initial cast, you can move freely while the orb charges on its own.

It’s mostly reused assets

  • This spell idea uses, for the most part, both code, models and animations that are already in game. So it’s basically making a new option out of old stuff. Great for variety, great for optimization.

Emergent Gameplay

  • If properly implemented it could create a fun new playstyle without being broken/braindead like surge was on release. It also kinda fills the role for summon type skills that’ve been asked for quite some time now.

(Later i’ll try adapting “airwave”/“flare wave explosion”/“piercing technique” as a fighting style move, wish me luck)

6 Likes

how orbulating :face_with_monocle:

yse

1 Like

Cant wait to ponder this

1 Like

Based spell idea, plus it’s mostly unique (aside from array kinda). Also the pondering gonna go crazy

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Sounds cool and a bit more of a technical spell than the current ones we have. BTW What magic level requirement btw?

Feels a bit too absurdly powerful, combat is built around moves locking you in place, that’s why array isn’t that strong and has a very rigid timer. Being able to just fire blasts without stopping movement would be too game changing

1 Like

this gonna turn into deepwoken odyssey with how many suggestions are ripped straight from other media :sleeper:

aether lightning’s wrath

warmwater when he sees a cool idea (it’s too powerful and unique to exist sorry)

3 Likes

that’s it I’m removing agility using my infinite power as an rb1 alt (jk im actually rb2(rb3*))

Tbh with my build it would be island sized attack anyway

I was tired, dont blame me…

I had an idea that would make the blast spell functionally work like array, an option called “delay”.

Later that day vetex announced array spell, so i lost the timing to post it

I usually dont put this in my suggestions cause that’s the type of balancing that make or break an idea… People tend to be too fixated in the details…

Buuuuut i would like it to work with hybrid builds so i could use it with spirit weapons, just cause it would look cool

Array locks you in place when you cast it, but not when the attack actually happens.

Same would go for the orb, but the orb would actively drain energy from when you cast it up untill it releases on its own. It would also just cancel itself if you ran out of mana so you cant spam skills carelessly. Or you can, using the orb as a bluff to keep pressure on the target.
Why not only use array? Cause array is just a delayed blast spell, which is not the niche i aimed to fill when i suggested the orb.

Most ideas are taken from other media, its just the frame of reference we have after all.
If we’re going to use references anyways, better do it right. For example, i could have suggested it to be a “genki dama” where you just charge it and release a big ball ovee your head, but that’s both overdone and can be achieved in game already with base blast.

I meant EDIT IT BRO

And so i did lol

During spell creation, you’re prompted to pick between Blast or Explosion, as well as the number of orbs (up to 5). The more orbs you choose, the more energy will be drained, and each individual orb will be less powerful.

On cast, an orb of your magic will form, floating over your head and following you around.

While the orb is active, it passively drains your energy pool, becoming larger in the process. If you hold the cast (charge), it will drain more energy but charge faster. While the orb is charging, you can cast other spells.

When fully charged, the orb will release the selected spell (Blast or Explosion). If it’s a Blast, it will release various blast-type projectiles in the direction of the cursor. If it’s an Explosion, the orb will release various explosion-type spells from it.

Visually, the orb while charging looks like a mass of swirling energy that grows as it charges.

Reason to Add: Different from the base-type spells (Blast and Explosion), the orb version trades speed for volume, being able to release more energy at once.

Risk/Reward Interactions: While charging the orb, you may cast other spells, but to balance this, if you run out of energy while the orb is charging, the orb will be canceled.

Movement is Key: One advantage is that, after the initial cast, you can move freely while the orb charges on its own.

It’s Mostly Reused Assets: This spell idea uses, for the most part, both code, models, and animations that are already in the game. So, it’s essentially creating a new option out of old assets. Great for variety and optimization.

Emergent Gameplay: If properly implemented, it could create a fun new playstyle without being broken or overly simplistic like Surge was on release. It also somewhat fulfills the role for summon-type skills that have been requested for quite some time now.

(Later, I’ll try adapting “Airwave”/“Flare Wave Explosion”/“Piercing Technique” as a fighting style move. Wish me luck!)

this is revised better version

1 Like