It should be appropriate to say in the beginning I am not ranting on about a buff or nerf for the lines, rather a new type.
It is rather disappointing on my end that one has to choose a 5* sealed sword, both lines ruining the 3* sealed sword. The Sealed Sword itself is an extremely distinct sword, having an effect that no other sword does. Randomized status effects.
Seeing these be implanted into a new Sealed Sword line would be amazing. Although we could enjoy a new pure normal sword, that isn't quite the main purpose of this.
First of all, let's talk about the Sealed Sword's effect.
The Sealed Sword has an interesting charge attack, not only combining the majority of status effects together but also containing an area of status effects/damage. This is an effect no other sword has in store, and is a perfectly good waste of a unique twist in gameplay.
So, what if we had a 5* sealed sword that possessed this power?
My idea is for the area of the effect to increase each star, becoming a 4-tile square of random effects. Perhaps, even, each square inflicts a different randomized effect, which could easily stack. The 'seals' on the status area of effect could also launch of bullets of random effect as an added effect.
What else is possible?
Take a look at your GF. If you don't have one, imagine you do. The projectile swords that come flying out inflict STATUS.
The status is just an example. I'm thinking of the Divine Avenger.
What better thing to borrow an idea from than the constantly complaining i-want-customizable-gates people?
However, we aren't turning a sword into a customizable gate. Sorry, save that idea for later.
Feeding sprites. Sprites aren't particularly fond of your light shards and green shards. However, your sword IS particularly fond of these materials. What if the new sealed sword line had status effects depending on the minerals/shards you 'fed' it? For example, 1 red shard has a 100% chance at fire, 1 red shard and 1 green shard has a 50% chance for poison and 50% chance for fire, etc. When fed all shards, 20% chance at any of the random effects.
The status effects would be:
Blue Shard = Freeze/Shock
Green Shard = Poison (Or freeze/shock)
Red Shard = Fire
Light Shard = Stun
Purple Shard = Curse/Poison
These would occur as the chances.
Now, back to the Gran Faust example. Look at the above. If there was not a field of effect with this new sealed sword, having swords that fly out of it should make a fair amount of sense. Except, these swords are randomized. Or using the same code as above, as in inserting shards to your sword.
However, you can't throw in the most annoying effect and hurt everybody with it. There is a chance for you to be inflicted by one of the effects that come out, which is based on the chance for that effect. One effect is randomly chosen that the sword contains. (Ex: 100% chance of fire coming from the sword has a 100% chance of the user catching fire, while if there are 5 effects, say poison was chosen, there would be only a 20% chance of poison being inflicted to the user.) This way, a variety of status effects can be encouraged without using one alone.
These statuses are able to be reset back to the default sword, and is a one time use.
Not sure if I forgot anything, but I feel like getting back to playing SK, so I'll update this post sometime.
This... Is a pretty great idea. Not much feedback for it, but I'm always up for quite unique weapons like this.
Would you be able to feed/unfeed minerals so that you can switch up the statuses and percentages to fit the situation?
Prap's they could bring back the green aura the SS used to have, for the 4/5* variants.