Spirit Weapon Auto-attacks

Spirit Weapon Auto-attacks
effort 3.0 4 quality 3.25 4 reasonability 3.6 5

Now that magic types give access to a short ranged auto-attack, I think it only makes sense for spirit weapons to get some as well. Each spirit weapon can have one that is different from the others.

Examples:

  • Eagle Patriomony - You conjure a small energy bolt in your hand and throw it like a spear or javelin. Has a much slower attack speed, but long range and slightly higher damage per hit.
  • Staff of Night & Ember Staff - Swing the staff to fire a quick blast of spirit energy. This projectile has the effect of firing in a curve and having very slight homing properties, but it has short range and some of the lowest damage of any spirit weapon auto.
  • Crystal Orb - Use the orb to generate a small explosion from a short distance away. Functions like a placed explosion from magic but obviously way less damage, significantly smaller aoe, and a much shorter range.
  • Tidestone Band - Put your hand forward and generate a constant, short-ranged beam of energy

Notes:
The above examples are just rough concepts of what they could be like, don’t take them too seriously. This is a relatively low-effort suggestion but I just think it would be a nice addition.

self rating did not effect score but why
overall good suggestion

I don’t think its a wise idea to give people the expectation that every spirit weapon will have a unique attack type (that or have so many variants). Since most other classes only have a few variants: magic comes with the mini blast and mini-beam in FR, weapons come in “Swing” and “Shoot”, strength comes in “Punch” or “Kick”;

I think this suggestion could be modified to split spirit weapons into a couple categories, as to align with the other builds.

Three categories of spirit weapon could work: Weaponoid; Accessory; and Held.

Weaponoids include the Staff of Night & Ember Staff, pretty much any spirit weapon that’s shaped like an actual weapon or usable tool. I think your original idea fits best with this, short projectile that homes.

Accessories counts anything worn around the user, in this case Tidestone and Patrimony; I think using your Tidestone idea will work will for this, generate a continuous spirit beam, by channeling the spirit energy from the item to their hands.

as for Held items, its anything the person holds that isn’t a traditional weapon looking object, like if we got a book spirit weapon. Obviously this is just the Crystal orb for now; which i do like its idea, use the spirit weapon to generate a small explosion wherever you place it.


anyways decent suggestion, spirit needs an auto so its a reasonable request; but self rate so minus 1 on every other score + my default rating

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Interesting idea, I do think some parity is due between vitality and other stats, but I don’t know how well staff of night m1 would be balanced on accuracy builds, especially if they give power

That being said, please do not self-rate, there is a rule against that

You can edit the post and remove the ratings there

pro tip dont self upvote

yeah mb

It’s too late… Mods, disintegrate

nah m1 should be less “special”, just make it another magic m1

good yes
m1 could be less unique to make it easier on devs but im not gonna put 1 resonability for it

heyy let me rate how i want

The ideas seem a bit too complicated for what are basic close-ranged moves. All of them would be easily outclassed by other skills so I think they’d be better off as basic blasts/beams
I do think M1s in general should get some improvements without making them a major focus, but I don’t think this would do much besides make them worse versions of other skills.

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