I meant synergies
Have you ever thought about magic and fighting styles? Different things but same “base”, vit was going to be a 2nd kind of weapon users in the first place, just like mages and berserkers rely upon 1 slot containing multiple skills
Fighting styles is magic but quirky, vitality is weapons but quirky
Instead of giving every spirit weapon a baseline of that type of effect, consider this:
- Merciful gains the cliche base Spirit Energy imbue that gives the heal.
- Ruthless gains drawback and the Spirit Energy imbue buffs damage (maybe a 1.05x, idk).
- Spirit Weapons themselves are going to be independent, largely being their own unique modifiers based on what they give. For example, if we get a Spirit Weapon blessed by Phanes (Greek God of Life), then it’d be a stronger version of the heal given by the merciful spirit imbue. However, it’d come at a bigger damage reduction (maybe the Spirit Weapon could lack offense, so this gives you the ability to play Offense and Defense at the same time).
Of course the Ruthless and Merciful spirit stuff doesn’t have to happen, but it’d provide some distinction to the two paths at least via the Spirit stuff.
The oversimplification of everything in this community is beginning to become so corny.
Every skill is just “previous skill with slight change” for example. Like I guess only 1 projectile and 1 AoE are allowed to exist in the game.
Yeah but then your locking it to a moment in the storyline that you can’t change and aren’t given forewarning. I like the idea of it differing with spirit weapons though.
On one hand this’ll suck for my glass cannon juggernaut, on the other hand this means vampire juggernaut will be very silly
From what I understand, the idea is that our choice will have consequences in the story. Obviously there could be Spirit Weapon based alternatives, it’d just be you having access to one branch sooner than the other. Such as the Greek God Hestia, a weapon from her would be providing the drawback equivalent for the Ruthless path. A little tinkering with the lore and she goes from the Greek Goddess of Sacrificial Fires to the Greek God of Sacrifice in game.
I just see it as 4 main classes: 2 being less slots more skills and the other 2 more slots less skills and then all the combinations of the in-between
i am a prophet
Sad day today, vitality was pretty unique. Not anymore, uchica’s ramblings about everything being made the same make slightly more sense now
We treated his words as nothing more than the ramblings of the insane, oh what fools we were!
The alex jones of arcane odyssey
For all the people saying that this is making vit weapons 2:
Please shut the fuck up.
Now, tell me with a straight face that gaining hp + drawback just for you to have the same damage, slightly more aoe, and synergies is any better than the new idea.
Oh thank god I thought I was insane. People kept telling me regen was super duper busted. Hearing someone on the balance team say its a cooked stat makes me feel a bit more confident in my opinion. +10 health a second in combat is not a good reward for high invest, especially considering most builds are hitting for the 300~ range right now.
Only problem is regen could easily tip into an area of actually being stupid busted if you overtune it by buffing. Like ya’ said. Stats pretty cooked.
I would love to suggest adding a secondary effect like stamina or energy regen but other things in the game cover that (gems/cooking).
Hard to think of what to do with the stat honestly.
All 3 of the new stats have ended up being problematic to balance
they shouldn’t have existed tbh
IMO regen is kinda alright, AP and resistance on the other hand provides you no value 90% of the time
It’s because unlike the core stats they are all “niche” (except resistance)
Resistance is the only one I think flew by okay. High invest works REALLY well because it does a damn good job gutting incoming damage, so sacrificing attack speed or size for resistance makes sense if you want a more defensive playstyle (or hyper aggressive due to the damage reduction mid attack)
Armor pen is power with extra steps. I don’t see it ever working unless we move into some sort of blocking meta.
Regen requires insane invest to do anything noticeable and by that point you’re sacraficing half a build that would be better spent elsewhere
I’ve said this before, but with the exception of regeneration they just feel like stats that exist to make newer sets seem different compared to older sets