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ok you asked for itâŚ
What do you think of making hybrid spells/techniques or just upgrades like being able to put magic and fs/weapon skills in one slot? For example of hybrid spells for conjurers I had an idea of conjuring weapons from pure magic
yep i had that idea too, it sounds cool and i was thinking if it could work for spirit weapons too maybe, my only worries are whether it would make non-magic classes useless or like what about the non-magic classes? whatâs your idea for them?
Yeah that kinda the problem. So I will present right here ideas that I may have had for some time or just thought of:
- Conjure weapon - changes your magic item to weapon that scales fully from magic stat. You can unlock new weapons and their respectful skill by increasing weapons stat and firstly getting it in your hands(maybe to make it easier only from inventory). Also has 1 slot for sub spell(you can use weapon skills and 1 magic spell from 1 slot). This skill was mostly made so that more conjurers are magic-weapons and not just imbued weapons. Thatâs kinda it
- Grapple - strength-weapons skill. Using it you throw a chain with different types of heads. Basic version chains enemy for 1 second slowing them by like 20% and pulls him closer by 20% of distance between you two. With weapons stat you unlock new heads. Iâll name a few examples. Harpoon - on hit pull enemy by 65% distance between you two. Anchor - on hit push back enemy by 15% of distance between you two, slowing them for 1 second by 20%(this can be used to increase distance if you are that person who uses guns and bows). Blade - deals 10% more damage and applies bleed for 5 seconds. Maybe there could even be arcanium heads for savants.
- Magic barrage - magic-strength skill that probably takes place of magic skill. player creates multiple circles infront of him and starts rapidly punching them creating short-ranged barrage of shoots, for like 0,1 second after getting hit you cannot dash and your speed decreases by 33%. In settings you can change magic circles between âblastâ - basic attack; âexplosionâ - punching circle you create explosions, super effective at point blank, but range is almost the same as normal punches; âbeamâ - 10% longer range, instant attack, less damage. For special settings you can change spread, attack interval(bigger interval = more range). This is hold move.
It is pretty late by my time so sorry if it is unreadable and unbalanced gibberish
first idea gave me the idea that conjured weapons can get exclusive skills that combine magic and weapon skill, i also got the idea that when you lose your arms or something or maybe its an imbue mode that switches it to pure magic but donât you think that would drain your energy?
grapple doesnât sound like itâs ever gonna get added sorry, think about bosses, heavy enemies, thereâs too much and we have too much lag
hybrid skills count me in, imbuements seem lazy honestly
Well it would require a lot of work giving every type of weapon from this spell new skills so I thought that if maybe you could use magic to copy weapons yet still.making it magic would be nice
Oh yeah, I forgot about bosses⌠Well then maybe tweaking it can work but I donât really see it working on bosses in general.
i donât think itâs a realistic weapon too other people have mentioned something similar it doesnât look likely though
could be exclusive to conjurer boss drop weapons
Weapon Vanity slots
The principle here is simple, just like how you can choose which armor/accessory gets shown and replace them with other accesories by putting them in the vanity tab, my idea is that you can choose which weapons get shown and replace them with other weapons in the vanity tab, it would have the exact same mechanics of the armor/accessory vanity (with there being a little âeyeâ icon).
Why? Sometimes you want to have a weapon equipped for flexing (or for your specific characterâs lore) but your build makes that weapon mostly unusable (in my case, I have a Lance of Loyalty but my character is not a warlord, rendering all of its skills useless). Having weapon vanity would let you both be able to flex and use your âgoodâ gear without only being able to choose one.
Besides that you would be able to hide weapons that would otherwise clip into your characterâs other equipment, for example, a cape Iâm looking at you, Ravenna disguise or the Lion of Ravenna armor.
Now how will this work when equipping weapons? My idea here is that the âvanityâ weapon dissapears from the character while they equip the âhiddenâ weapon. Except with blocking with shields, then it will show the vanity weapon blocking and if it runs out of durability then the vanity weapon âbreaksâ (just like how the shield normally would when it runs out of durability).
âBuT WoUlDnT ThAt gIvE YoU An uNfAiR AdVaNtAgE OvEr tHe oPpOnEmEnT By vAnItYiNg aLl wEaPoNs?1?!?â
Well yes, my counterargument to this is: You can already do this with armor (make the opponement think you have bad armor), Magics (putting all spells on same name and animation) and Fighting Styles (same thing as Magics except with Techniques instead), so I donât see why weapons canât have about the same thing (making you unpredictable or more difficult to predict).
Breaking Bad Boulders/Trees with Fighting Styles should give Fighting Style EXP
Why? Because in real life, martial artists train on inanimate objects (Planks, bricks, you get the point). There is even a quest for a Fighting Style in Arcane Odyssey where you have to break some trees (Iron Leg quest). I donât see any reason as to why breaking Boulders or Trees shouldnât award Fighting Style EXP as that is what martial artists literally do in real life. This can (possibly) be expanded to every breakable that has a chance of giving an item (lesser known ones being the ice stalagmites from the Dark Sea or the jellyfish in large Diving Spots), although if this sub-section also gets implemented then it shouldnât work on ânormalâ terrain as otherwise gaining exp gets too easy.
Yes for weapon vanity. Anyways I donât even look at weapons that people have, but my character would be a bit better looking for me
As for the fa exp I agree that it would be reasonable but this should definitely give less exp maybe 25% less if only rocks and trees or 50% less if it would affect everything that drops something on destruction
add ponds in sky islands with special magically irradiated fish in them, also the ability to customize and own sky ships
something similar to weapon vanity was suggested already, and i remember hearing talk about the second one iâm not sure though whether it has been suggested, iâll go and see
ayo
you adding more things to do for master angler:
the playerbase:
other than that cool idea, but considering we donât have massive warm and cold pond fish in dark sea i donât think weâll be getting it
sky brigs have been like a inside joke, you can try scroll up and find it or search it up, iâm hoping with nimbus sea we get a sky caravel or something thoughâŚ
this is not deepwoken