Spirit Changes

Spirit Changes
effort 0.0 0 quality 0.0 0 reasonability 0.0 0
  1. Visuals

What your trait is (merciful or ruthless) should affect the dots in the spirit vfx instead of the aura when using a spirit weapon/imbue.

e.g., when using eagle patrimony on a paladin, it makes the primary color gold and the secondary teal. But I think what spirit weapon you’re using should have more pronounced effects, so instead the primary color should be teal and the little accents should be gold.

If you’re imbuing default spirit or charging then it should be be blue/gold or purple/red by default, but when you’re using a spirit weapons imbue or holding a spirit weapon then your charge effect and imbue effects should change to match the spirit weapon, and you’ll get the accent colors of your default spirit color. I think it would be much more enjoyable using spirit weapons if the abilities didn’t look almost the exact same same regardless of which you use.

Colors

Eagle Patrimony: Teal

Tidestone Band: Blue

Staff of Night: Purple

Crystal Orb: Yellow

Ember Staff: Orange

  1. Stats

Spirit weapons should work like magics. It doesn’t make sense for them to have synergies of a certain magic when they possess no properties of the magic whatsoever other than on a handful of exclusive skills. And there’s no reason for their stats to be so tame and samey, they’re spirit weapons for fucks sake not old rusty katanas.

Nothing truly unique compared to the variety that magics, weapons, and fighting styles have.

Decided on these stats looking at the respective magics for each so they’re the same identity wise (they’re not EXACTLY the same). Except for Eagle Patrimony, since it’s kind of the “default” weapon, and it makes sense for that one to work well generally.

Open to adjustments btw, if you don’t like them suggest an adjustment. Kinda rushed these, just wanted the idea out there.

Tidestone Band (Water):

Damage: 1x

Size: 1.2x

Speed: 1x

Status: Soaked (on ALL rites)

Eagle Patrimony:

Damage: 1x

Size: 1x

Speed: 1x

Staff of Night (Shadow):

Damage: 1.1x

Size: 1.1x

Speed: 1.1x

Status Effect: Drained (on ALL rites)

Ember Staff:

Damage: 1x

Size: 1.15x

Speed: 1x

Status Effect: Burning (on ALL rites)

Crystal Orb:

Damage: 0.9x

Size: 1x

Speed: 1.4x

Status Effect: Blinded (on ALL rites)

2 Likes

Can we please just get a spirit lore rework and an ability to change its color

The entire stat feels kind of rushed an a little underwhelming

1 Like

The stats seem a little overtuned and we know that status effects are coming with higher level relics
I think this is less about the current relics being bad or boring and more about everything else feeling really overtuned in comparison.

I was thinking the damage might be overtuned but I just compared the damage of some rites to spells to decide, might look crazy but really isn’t in practice.

Also, such a basic feature shouldn’t be exclusive to future content. That’s not any more logical than synergies for things being exclusive to “higher level” content.

I literally said that

Ough I’m such a gassy human ough

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