New Multi-Stage Modes

New Multi-Stage Modes https://forum.arcaneodyssey.dev/uploads/default/original/4X/3/6/4/3648b3f84201550590910a575aee824e60ad1e63.png
effort 3.5 4 quality 2.25 4 reasonability 2.0 4


While I do really like this lost technique, it feels a little upsetting knowing only strength builds get something like that for now.

Here is my suggestion: Add a spell and spirit rite similar to this .

Transformation

Spell: Transformation

This spell allows the player to use various stages in order to change their apperance and stats.


Amount: Changes the amount of stages, more lifetime and lower per-stage potency at 9 stages, and lower lifetime but lower overall potency at 3 stages.(slight cooldown decrease with each stage added as well)


Size: Scale from 1.2x to 2.5x character size(at stage 9). Size will naturally progress to this point with each stage. At max size, you are granted higher defense(plus slight potency buff to the mode), however reduces agility and increased energy+stamina costs on all attacks and dashes/t jumps by around 10-20% at max.(please note character size will only affect the particles if it is something like the Aura shape)


Shape: Many shapes will be available, and will give you new M1s.(note to devs- it is okay if you dont add the animal transformations)

Samurai: yes, this is basically just Susanoo from naruto. Will come with a crossbow and Katana variant.

Bear: Why not? lets you claw people a few times before charging as your M1s.(yes, bears can stand so 90% of your spell animations will in fact stay lol)

Aura: An aura will form around you with every stage. At stage 3 or higher, you begin to hover over the ground and your M1s will gain double range and gain some terrain piercing.

Armor: You will gain a shell of magic around your body, which will be similar to Jarl Ivar’s. Your M1s will make you slam your
fist into the ground

Mutilate

Use spirit energy to mutilate your body into forms in order to attack and buff yourself.(yes, this is inspired by Mahito and spirit energy can in some way affect the shape of people’s bodies from what ive heard)


Stage 1: Turn you arm into a blade and slash a large area ahead of you, then revert the change and gain an aura of spirit energy along with some deformations, granting you a damage boost while reducing your blocking power.


**Stage 2:**Transform your arms into flails, spinning wildly to create a whirlwind around you. After turning your arms back to something close to normal, the aura intensifies and you gain extra attack size. You also deform a little more, and now have a slight drawback to your attacks.


Stage 3: Turn into a deformed, enlarged version of yourself and release a large amount of spirit energy around you. The aura intensefies even further, increasing size, damage, and defense. The transformations have caused damage to your body, increasing the drawback of your attacks, reducing your agility, reducing blocking power, and dealing 50 damage every 7 seconds.

btw idk what i’d suggest for weapons, but they are kinda already getting the deadpool moveset given to them so whatever

I could probably see a multiple weapon transformation ability work like True zangetus in bleach

the first stage would be a dual paring of weapons

the second stage would be a fusing of those two weapons

the third stage would be breaking the weapon into a new form

Nah I think it’s time strength actually has something unique for itself. I’m only going to hear out the spirit, but it should be different in effectiveness and function since Strength actually has the physical endurance required for such a feat (Spirit should come with drawback and a more unique gimmick, this would obviously be negated by Strength/Spirit hybrid).

The person above me posted Bleach stuff which I feel should be Spirit/Weapon hybrid content.

We don’t need magic continuing to overshadow every build since for some reason magic has a large amount of every other builds moves for some reason. We should focus on the builds actually being unique and having reasons to play them rather than homogenizing all of them thus making this game boring :broken_heart:

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Honestly I think classes need more individuality because so many of the stuff in this game can be used by everything. I mean that isn’t necessarily bad but for some builds like spirit it basically makes them almost useless to use. I trust that the new devs will start giving us the individuality we speak of though.

i actually love this idea

make knight-exclusive weapons have bankais :fire:

i feel like getting stronger the longer the fight lasts would be nice for all the classes to have tho

also all the classes ways of doing that would have clear divisions in how they work by atleast a decent level

I get why that may be a good thing but this is one of the skills that actually feels like a unique ability (much like all lost scrolls). I believe lost skills shouldn’t be able to be replicated by other stat builds but instead be locked to one so that your decision on what build to use matters a lot more (not that this doesn’t already matter. It just adds another layer of complexity for what you gain and lose for using certain builds).

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think of it this way: strength progresses to get stronger and bring out the style’s potential

mages amplify their magic over the course of the battle, unleashing the embodiment of their magic

spirit experiments on themselves throughout the battle in order to gain an edge over the enemy, but ends up facing major drawbacks due to them not fully understanding how their body functions

weapons its funni transforming magic weapon go brrt

oh no they will all be hard to get

lost spell for the magic

hard sideboss/legendary ship drop for the spirit one

weapon one other guy mentioned can be far reaches or same as spirit one

I’m not talking about obtainment difficulty

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fair, but strength can get more unique moves it just feels like strength has been hogging all the mode/aura type moves while the other classes have the boring ones

Gee I wonder why the class that builds off of the concept of physically enhancing yourself has a lot of self-buff skills

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i do understand where youre coming from with this and i do agree that we should stop making class equivalents to moves

but every class has concepts where they can buff themselves, if anything id say spirit should be having the most self buffs since it can alter ones own biology

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i want the jarl ivar transformation equivelant plus spirit biology altereration tho

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pretty sure it is planned for a higher level but idk
“Automaton” or smth as the spell name i think

I honestly really like the concept of this suggestion, I can imagine just pulling a Jarl Ivar and aura farm all over my opponents. I’m glad that stages can be like an investment instead of an instant upgrade over auras/focus, better for drawn out battles rather than a quick drop.

If you get stage 9… uh… you’re probably cooked if you’re on the other side of that beating lets be honest.. :skull:

to be fair u gotta last like 5 minutes to reach that

This does not feel like a move that would thematically fit in with any other stat except— maybe— spirit; even if it did, this is a lost spell, which should be at the point where the skills shouldn’t be getting shared as frequently.

Of the two examples, Magic is probably the better of the suggested, but I still have my issues with it: like most of mage’s arsenal doesn’t have much to do with melee, so the M1 thing seems like a useless change unless this were exclusive to Warlock; same for the buffs gained from scale.

For the spirit variant, the more “intentional” body modification would probably be better to leave Spirit for obtaining more toggled moves (like nichtaplia) that modify the body; and if it had to be similar to Overload, then I’d prefer it to be closer to imbuing your body into a relic, temporarily “transforming” one into Spirit.