Eagle patrimony was a really good start, but when the next confirmed spirit weapon is a staff (from the trello iirc) and an orb, i was afraid that vetex was considering just the traditional choices for magic weapons
I dont think it will be weapons #2 butto set it apart, i think part of the spirit notes should be editable. Like the size of the spirit blast for example (like a mage’s blast is)
Either way, as ironically as it may sound, i’m having a blast with spirit weapon so far
Yeah sure, all my point was is that the spirit weapons were never gonna be just weapons 2. I do imagine that the further we get the fancier the spirit weapons the minibosses will have as the scale of power increases as we progress.
I think that would just be the case for the first obtainable Spirit Weaps, but remember that theres actually only ONE TYPE of Spirit Weap in lore, meaning that once we get a certain type (a staff, a crystal orb), we probably wont be getting another from another boss ever again.
Wym? Doesn’t that just mean that in lore there is only one of each spirit weapon? Like, there can be two staffs, as long as they arent the same staff blessed by the same god
???
ofc you could get several different things as spirit weapons, like we might have 3 staves or 5 necklaces just not the exact same ones
like we could get 2 different orb spirit weapons blessed by the same god but they wont be the same weapon canonically so long as they have different names
we appear to have entered a phase in the game’s development where the devs collectively stopped giving a shit about the woes of whiny pvpheads and i’m so fucking here for it.
oh this is gonna be fun with Vampirism Juggernauts running around
this still adds more passive regeneration though hold on i’m making a build for this be right back.
i hope the scaling for this would falter and give lower returns as you invest more and more. (ex. like how Agility and Attack Speed work, the more Vitality you add to your build, the lower the lifesteal bonus per point)
i assume vampirism’s regen will be based on the amount of initial damage you dealt, so Power is important. I also wouldn’t be shocked if it increases slightly with some Intensity, so dabbling a small bit in it would work.
malachite’s could realistically be replaced if, with this suggested rework, Spirit Imbument doesn’t increase attack size and/or you have good aim (in which case I’d replace it with Candaleria’s because you need more attack speed. if you want more, use Carina instead of Calvus, and maybe remove some Aventurine’s for more Candaleria’s.)
please vetex add this. i’m making a juggernaut build and i wanna recover half my health for landing a Rush.
okay but seriously, like, onto me actually replying to what the suggestion is suggesting;
neat concept but i don’t think it’d work too well considering vitality is meant to be bulky, so it kind of needs to increase your health.
if, like what nilexrl suggested, and it was renamed “Spirit Energy” or whatever…
then maybe, because otherwise, the name would be sort of misleading because it no longer boosts your health, and instead increases your alignment with the spirit and chakras or whatever the lore is idk.
the issue with lifesteal is how badly people do it in most games. it’s either, a) the most overpowered thing ever, or b) has awful returns.
random example is Pokemon. Draining moves are usually absolutely awful because they don’t do enough damage to actually give you enough health, with very (and I mean very) few Pokemon actually running them. moves like Recovery or Roost are used instead, because that’s a steady 50% of your health, rather than relying on damage to heal you.
i can’t think of an example where they’re overpowered, but my point is that life-steal moves are just hard to balance, and i’m kind of scared of Vampirism for that reason. (plus it like, debuffs you during the day according to the (tbf, outdated) trello notes???)
Overall, if we renamed Vitality to something else, this change works. it gives a buff to it and does end up making it similar to the other Mono-classes/stats by making it an offensive thing rather than a (primarily) health boost, which we already have in Defense and, sort of, Regeneration.
it just makes it real similar to magics with the imbument, as if it were a magic with low attack scaling, though i think the size increase should be kept regardless.
meh i doubt this’ll be added because it seems like a lot to entirely rework one of the stats, but if it is i wouldn’t complain too much. it’d just take out the idea of bulkiness from the Vitality classes, but you can easily fix that by adding more Defense to your build so i don’t really care. i don’t use much vitality anyway so i’m not really biased either direction (it’s just funny to make high-health builds)
who the hell is this Swansong guy why do they yap so much jeez
from the agility changes making it a lot better, to nerfs to pvp in general, and then Vetex’s (needed) rant, i hope that brushed out a lot of the more toxic pvpers, and if not, i hope they’ll be brushed out in a couple of updates.
(by agility changes i meant the addition of teleport dodges and stuff, not the new rework that people are talking about)
probably. right now it’s kinda hard to tell if a rival has vitality, so i can’t wait to see if my Warlord rival is actually a Savant when he regens all his health from hitting a Devestate on me.
i feel like there’d be multiple weapons per god though. like, you don’t go to a convention and sign just one autograph. if i were a god, i’d want to spread my word through making an entire town or even country lots of weapons, in turn for their praises (similar to Prometheus and his spreading of magic)
also i see a lot of people saying that Vitality is too similar to Weapons, but keep in mind that Eagle’s Patrimony seems to be just a rip of Mage (it has leap, blast, etc. i assume Spirit Walk is a leap anyway)
i do hope that Vetex makes spirit weapons their own skills and maybe gives us a seperate item in the inventory that isn’t a weapon, like how fighting styles and magics are.
After taking a bit of a break from the game, I’d say the best solution would be the attribute you have changing what passive you gain. If you are merciful, you get old vitality, if you are ruthless, you get new vitality. First of all, it would flesh out the vitality magic system we have at the moment. Second, it would allow for both sides in this argument to be appeased. Combine this with allowing for further playstyle diversity in vitality users, and maintaining the uniqueness of vitality in how it works. It would be a very good change overall. Also, there should be warnings for newbies and an attribute swapper item alongside it.