We all know about Vitality’s biggest problem: right now it’s essentially dead weight and when “spirit weapons” are added it becomes weapons v2 with some extra health on top
How do we fix this? Well, first of all, what do the other three stats have in common?
They increase or improve your arsenal of abilities:
Weapons grants you more weapon skills, Strength more and improved techniques, and Magic more and improved magic spells, so what should Vitality do?
There are three actions in the game right now which cannot be adjusted, customized, altered, improved (directly), or replaced in any way: Dodging, Blocking and High Jumping
My proposal is simple: Vitality would improve those 3 abilities and also allow us to use Lost and Ancient “Arts” to add more spice to said abilties
Here are a few examples of possible additions to those abilities that could be unlocked through investing in Vitality (and some variants of said skills)
DODGING
Attributes
Speed - Would increase or decrease stamina cost
Distance - Would increase or decrease stamina cost
Charges - Amount of dodges in a row at full power
Variants
Destructive Dash - Deals impact damage at the end of the dodge, reduced range or speed to compensate. AOE, number of ticks, etc would be customizable
Slicing Sprint - Deals damage through the dash, less dodge charges to compensate. AOE and more customizable
Blink - Straight teleportation. Considerably higher stamina cost and shorter range to compensate.
??? - Can dash in the air (Not like Airstep, literally just a dash in the air)
BLOCKING
Attributes
Block Power - Increases or decreases stamina cost (small range, maybe 40~65%)
Speed - Increases or decreases stamina cost
Parry Effect - Choice of bonus on parry, such as +health regen speed, +dmg, +speed, and so on (short time period)
Variants
Bull Rush - Linear charge (cannot change direction) while blocking. Less dmg reduction but deals damage while charging and on impact. Significant stamina consumption.
Deflection - Could deflect attacks on parry back to the enemy at reduced size, speed, and damage. Much less dmg reduction on normal block, and could not be held.
Repel - Charges up on taking damage while blocking, deals large AOE damage around blocker after a period of time. No moving while blocking, and blocking would have a moderate cooldown.
HIGH JUMPING
Attributes
Height - Affects stamina consumption
Jump Speed - Afffects stamina consumption (who could have guessed)
Charge Speed - Affects stamina cons. while charging
Variants
Blast Off - Deals AOE dmg when jumping (If I remember this was a planned Rare Spell)
Whirlwind Lift - Rising tide but higher
Shockwave Shift - Jump in the air, balanced like Magic Leap. More jumps = less power
??? - Deals AOE dmg while charging a jump
Now, if you read all that, you might be thinking “some of these are really similar to already existing abilities”
That’s understandable, but there are already a lot of very similar abilities in the game, like Shot & Beam or a lot of Weapon Skills, and that’s not a bad thing. The more build diversity the better - if you have better ideas for Vitality (or other ideas for Attributes and Variants) then by all means please suggest them as well