Changes to Souls

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Dracora-Speaking's picture
Dracora-Speaking

Souls. Yeah yeah, they're supposed to show up in dangerous places and present a challenge. But I've heard enough complaints about 'em to start thinking about how they could be improved.

They're just lagballoons of dmgsplosions, knockaround, and status. I think they could be more interesting, and more importantly, less despised by the playerbase with a few significant changes. Well maybe not. IMO the worst thing about them is the knockaround. Anyway...

Let's have them be a sort of curse. They're lost souls, right? That sounds pretty cursed to me. Doomed to wander forever lost and be hated by players because some developer cursed them to. They can bob around after players, but instead of going BOOM, they latch on when they bubble up to you. So, what happens then? You get a bobbing soul helmetaura and....?

-About 3 seconds after the soul latches onto you, your shield is gradually depleted until it breaks, at that point, the player will be inflicted with the soul's status. If your shield is up while a soul is snuggling you, it gets depleted three times as quickly. Lore here could hint that they feed on your shield's energy, and that is the initial attractant. After that, they're just there for, well, you. As an interesting side mechanic, we could have unattached souls tend to ignore players who have broken shields. Tend to. As in the aggro magnet is not...yeah you get it. If you're alone, obviously this won't apply. This will sort of get back to the old "more players = less soul trouble," though not exactly. Obviously, your shield will not regenerate after it breaks if a soul is still attached to you.

-If the player tries to use any weapon or pickup while a soul is stuck onto them, then they will take damage similar to curse, but not as much, and be inflicted with a status relevant to the soul's type (Normal/Void souls could be associated with stun status). The intensity of this pseudo curse is related to the amount of defense the player has against the soul's status type. With maximum possible resistance, one soul will be unable to inflict its status. But...

More than one soul can latch onto a player at a time. More souls = faster shield depletion and more intense (damage, length of infliction) psuedocurse. After the first soul, each additional soul will penalize the player with MSD:Low.

How to shake them off? Dash. If you're fast enough, shield bash will also do the trick. You have 3 seconds before bashing is no longer an option. Dashing will still have the loss of aggro effect that it has on current soul mechanics.

Alternatively, walk around with your soul bros like it's a fashion statement.

Souls become invulnerable when attached to a player, but same "one hit wonder" mechanics would apply otherwise. So you can't swipe/shoot your squadmates to get rid of souls. The only way to shed attached souls is to dash. Interestingly, another player's dash - if close enough - could have a chance to dislodge them. The burst of energetic life a knight uses to dash is just too much for them I suppose. Shield bashing could do the same. There is such a thing as too much energy/food at once!

Certain sprite abilities could also dislodge souls. Perhaps certain pickups could as well. Thoughts?

In addition to one or more of these mechanics, please reduce the spawn of these things just a little bit. Instead of the steady flood we have now, make it so one or two souls show up (1-2 per player in party?), then more and more and more if you choose to ignore them and let them latch on. FEAST. FEAAAAST. Ring the ghost bell for dinner! Actually, just this change would be fine IMO. 1-2 per squad member then more the longer each soul is left undefeated.

Altmetal's picture
Altmetal
still waiting for the gatemap-button...

Like everyone else, I hate also hate souls, but this sounds as an interesting idea. +1

Fangel's picture
Fangel
Hmm.

Right now the only really eh thing about souls I can think of is that they act like shields that block projectiles. This means a brandish charge or a magnus charge will stop on them, making the actual target unaffected, and if the charge was released in a bad position, it makes a soul blow up in your face.

This isn't necessarily a bad thing though, as it does make the whole "charge spam" weapons less viable.

I would say make souls scale with the party size regardless however. Still have a fair amount per player (like, up to 5 active at a time if you're solo, then +2 or +3 per additional alive party member).

Vohtarak-Forum's picture
Vohtarak-Forum
I like it

as long as you make the charge attacks that pass through enemies pass through them too and scale with party size

Fehzor's picture
Fehzor

The only issue I have with souls is that they spawn when I want to go AFK and grab a drink or need type something. I'd like to see them not spawn on certain parts of maps and after enemies are dead.. it isn't that big of a deal but it'd be nice. Overall though the current soul mechanic is pretty fun to me- my favorite being the shock bubbles.

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Your mechanics do sound super fun as well though. Something that latches onto the knight and slowly kills them + hinders them could be used in a pretty huge number of ways and could be given its own area..

Imagine a lord of the flies like creature that summons Dracora's bubble effect, which would automatically be applied to the knight aggroed regardless of their dodging. It would leave itself vulnerable when attacking, but attacking it while it attacks you would almost certainly get you hit- instead, dodge afterwards and then hit it a few times.. or optimally get your friends to kill it.

Or perhaps some sort of enormous beast that hunts you down, using the bubbles to flush you out into the open so that it can murder you...

Blandaxt's picture
Blandaxt
THe BIG DEAL!!!!!!

The BIGEESt Problem With souls is that they can spawn ANYWHERE on the map. Even right on the spot where players are located. Why was the lost soul spawn program not replicated the phantom spawn program where they spawn from a point out of the screen away from the player. Not spawn directly in front of my shot and explode in my face. That is just too UNFAIR!

The lost souls spawn program needs to be work on so it will be more balanced and not a flunky difficulty setting that does not give the player even a chance to use their skills to overcome the hurdle.