This is a pretty niche suggestion! But it would add clarity to gameplay, and, hopefully, it would also be simple to implement.
The Problem
The Ancestor Spirits aura is unintuitive in its current state.
The description reads:
"When you are injured, there is a 5% chance that your ancestors will arrive to
injure your foe in retaliation. Dealing damage up to 2500% of your prayer level."
When the aura's effect triggers, it does melee damage (and the player receives experience in melee skills). There's no real reason to assume that it will be melee damage, aside from the aura's symbol showing a rough outline of a melee combatant. The damage dealt is indeed based on Prayer level.
Suggested Update
There are a few possible fixes that would make this aura more straightforward. The simplest is to have the Ancestor Spirits do typeless damage and/or grant no experience. A similar option would be to have it grant Prayer experience instead.
Another thematic approach would be to make Ancestor Spirits a Necromancy aura (changing the basis for the amount of damage dealt and the experience granted accordingly).
Other reasons for the change notwithstanding, keeping Prayer as the relevant stat seems prudent for the sake of consistency. It also requires less change.
Additional Thoughts
I saw a post noting that the melee hits mean it works with the Scrimshaw of Vampyrism. I haven't tested it, but depending on whether that is a conscious design choice, it could weigh in favor of or against making this change.
Many feel auras should be obtainable through gameplay, and a suggested aura update should probably address that. I personally think they should be automatically unlocked at set levels in the relevant skills. Perhaps making it a low-level Prayer (or Necro) unlock would be appropriate, given that it is a single-tier aura and damage scales with level.
06-Dec-2023 22:01:40
- Last edited on
06-Dec-2023 22:02:31
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Silver Seal