(2/3)
Arceeus Robes: Fine, not really anything too special, no objections.
Blood & Soulbark: A little worrying, as Magic is already very powerful. Also worrying if the damage soaking stacks with the Toxic Staff special attack. This armor would also slightly de-incentivize far-casting, which could maybe effect PVP, not particularly good or bad.
Cosmos: Improved version of Lunar, sure. Increased damage to aquatic enemies? Cosmos is kind of ridiculous to me. First off, what does Cosmos have to do with water? Other than the moon affecting the tides.
Dagon’hai: Increased damage to undead. Stacking with Crumble Undead and the Salve Amulet? This could be used maybe to bring Magic into Slayer tasks or bossing where the opponent isn’t inherently weak to Magic attacks.
Kinhunter and Venomous seem to go for the same effect. Overall these could make Magic more relevant in training. Though, due to the cost of training Magic, it will probably never be used as a main training method. Ergo, dead content.
New Weapons
Mystic Cocktails is off-putting. While it doesn’t step on the toes of Chinning, it seems like a cheap attempt to increase the relevancy/make use of its respective herbs.
Demon Bane Claws just sounds tacky to me. If you need a platform for auto-casting specific spells, make it a staff. But on the other hand, there are already a lot of staves in the game, so maybe just scrap the idea altogether.
Imbued Skull Sceptre: Auto-cast Crumble Undead? Cool, that could add some relevancy to the Skull Sceptre above teleporting to the Stronghold. That sounds like a good idea. Add this to the Imbue section.
Up to this point, basically all proposed armor and weapons follow the same trend: do more damage to different types of monsters. I don’t like that idea. It feels like it’s intentionally adding conveniences to the game. Don’t add more spells, stop adding new effects. We want good, new content. Not new content that makes the old content easier.
18-Apr-2019 14:59:54