Now I'm not entirely sure what exactly I'm expecting in an update of the sort I'm suggesting, but I will propose that magic be added as some form of weapon to the game. I've noticed a significant abundance of magic-related things within the game, ranging from small bits of lore to explain the healing properties of food throughout the game to the Order of Souls purpose of reading the minds of the skulls of Skeleton Captians to even the ability to use Ashen Winds Skulls as a mystical flamethrower of sorts. In terms of appearance, there's already the Ashen Winds Skull and mystical cannonballs that seem to cast spells on those they hit so I'm sure it couldn't be too difficult to create some sort of magic weapon/orb maybe even one that's replenished by mana.
Magic Weapons
Ok now that i’ve read it, the game doesnt exactly use magic, there are some voodoo stuff going on and some fantasical items, but i wouldnt exactly call them magic. Also most “magic items” have some kind of lore. Also first u would need to pitch some ideas of what items u want, magic is an extremely broad topic, then we can discuss whether its worth considering
This would be an interesting idea, like the one year anniversary blade but if the Ashen Winds Skull can be shoved on a sword and applies the burning debuff that would be cool. Although there should be a balance of some sorts, like maybe the Ashen Winds Skull breaks after its charge runs out or something along those lines.
A cool way to implement magic weapons could be using mermaid gems.
Colours represent their actual essence and if you choose to activate it, the gem dissolves (so u can't sell and pay the price) and gives your weapons a few hits, maybe 10 shots or swings til it diminishes. 😉
Red gem is fire.
Green is poison.
Blue is freeze
So now you can either use or sell gems.
@capt-soul-beard I don't see why it has to break. The skull already runs out of flames after extended use so it could just remain that way. Once the skull charge depletes the fire effect is lost.
@gundy-the-shark said in Magic Weapons:
@capt-soul-beard I don't see why it has to break. The skull already runs out of flames after extended use so it could just remain that way. Once the skull charge depletes the fire effect is lost.
Well you are merging 2 weapons into one, (sword + skull) which makes it insanely better than both the sword alone or the skull alone so I was worried it would be too OP so that would kind of be a work around to make it a gain/loss thing. You gain ultimate damage but lose the reward.
The only issue I take with this idea is that we wouldn't exactly have a great function for "magic weapons" that fit into one of our two weapon slots.
If the magic weapon(s) we get just resemble projectile attacks, then in an ideally balance state where they don't deal any kind of special effects or leave debuffs on enemies, they'd probably just be like guns that deal a flat amount of damage on hit and refill on "ammo" from something like the ammo chest.
If Rare were to go the other route and make magic weapons cause unique effects like setting enemies on fire or having a small AoE blast similar to a keg or blunderbomb, then magic becomes too powerful unless there are difficult restrictions on attaining magic.
