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Overgrown Staff and the Aspect of Nature
#1
So overgrown staff is kinda weird.

Firstly, it seems set to boost nature based things. This makes sense considering that it's all about natural attunement and yet... it scales off Sanctity for some reason. This *does* make sense when you figure that some sound spells are nature domained (domino resonate), but some aren't (sonic arrow is sylphid?) but the vast majority of nature based spells are lightning based. And considering that this is trying to make nature spells stronger and the nature based casting material is the 'electrified' markedbark, would Luck scaling work better on this?

Secondly, it's plants don't last really that long. Unless you can like, play doriad. Giving it another passive that increases the duration of plant tiles by UL/6 would assist with this, letting them last 3 tiles longer on korv and 4 on g6.

We also have a weird thing recently where flower creation and nature based stuff are now being tied to earth attack instead of lightning attack, which creates a very mixed identity for the 'nature' domain. To reflect that, how about the possibility of it icnreasing the power of nature AND isesip domain spells?

This is already done in like desert wind and squall etc, so I don't exactly think it's break the bank.

Maybe we can make this thing useful somehow.

(Or give it an invo that covers the field in flowers.

This is absolutely a cope thread)
[-] The following 1 user Likes caliaca's post:
  • Poruku
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#2
Frankly, nature domain should be renamed to lightning, and all these weird "nature" buffing effects should be changed to apply to a new classification of "nature" spells that include things like cherry blossom but NOT basic lightning spells.
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