For quite some time I've tried to think up of some new battle sprite that would both be helpful to players, but also to aid in various other parts of the game. Because of this, the idea of an RNG-support based battlesprite came to mind.
The concept behind this sprite is simple - it is designed to make enemies drop more (specific) things while also acting as an RNG utility in combat.
Without further ado, here's the sprite concept:
Skills
Treasure Hunt
An ability that increases material and "special" drop rates of whatever it hits. When striking an enemy, the projectile will "stick" onto them for some time, and if killed during that time period, will have an increased chance to drop a material. If an enemy has a special or unique drop (such as a dapper combo from an impostocube), it will also increase the drop chance of this drop.
This ability will have its damage type randomly selected, allowing it to deal normal, shadow, elemental, or piercing damage.
This ability carries over to prize boxes as well, affecting material and equipment drop rates when using this on a box. This will have zero effect on crowns, heat, or rarity drops.
All drop rates are increased for all players in your party, so only one person will have to bring this sprite for everyone to benefit from its abilities.
Pulse of Recovery
An ability that performs several "pulses" that cure all knights within range of a randomly selected status ailment. These pulses are separated by 1 second increments.
Ring of Fortune
An ability that creates a ring around the player, about the same distance away as the edge of an angelic aura. Enemies struck by this ring will have a chance to take damage (damage is selected randomly between two lowish-damage values, from 10 damage to 50 in tier 3) and be enchanted by a new Fortune Enchantment. This enchantment will act similarly to a seraphynx's heart attack enchantment, and any enemies killed while enchanted will have an increased chance to drop buff orbs (ie, speed up, defense up, and damage up orbs).
Ultimates
Treasure Hunt
Ult. 1: Upon being killed, monsters will drop a few shard projectiles that will hurt nearby enemies on contact, similar to a tortofist charge projectile.
Ult. 2: Additionally allows a 10-15% chance for an additional material to drop
Pulse of Recovery
Ult. 1: Each pulse becomes a "double pulse" that can cure two status ailments, chosen randomly.
Ult. 2: Alters the pulse to be a single pulse that cures all status ailments.
Ring of Fortune
Ult. 1: All enemies that take damage from the ring will have a chance at being debuffed randomly (attack speed, movement speed, defense, damage)
Ult. 2: Additionally increases the drop rate of toolbelt pickups, such as vials and barriers, for enchanted enemies.
Appearance
This battle sprite would take on the appearance of a slime rabbit. Slime details are relevant in "Acquisition", but the rabbit is due to the old rabbit's foot bringing good luck folklore.
Sprite Food
A new type of sprite food "Luck ___" would make an appearance. To craft this sprite food, you would need equal amounts of moonstone and valestone, making this battle sprite expensive to level up, but add a use for multiple mineral types.
Alternatively, this sprite will have it's favored food randomly change between "Wisdom" foods (moonstone food) and "Wild" foods (valestone foods).
Acquisition
This battle sprite would not be obtainable through normal means (missions/supply depot). Instead, it would be at home in its element - Luck.
This battle sprite would be obtainable via Golden Slime Casinos, exchangeable through Golden Slime Coins. It would take roughly 1,000 slime coins to purchase this battle sprite. In order to have this battle sprite show up as an option for purchase, players would need to be a C.U.B.E. member.
In light of this, Smitty would only sell the player up to 10 Golden Slime Coins per casino found, instead of infinite amounts of them in 10 coin intervals.
Alternatively, you can try your luck at the casino itself, as it would be a very very rare reward from casino wheels.
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That's all for now! I know the sprite itself may seem a bit powerful on its own but it does provide an impressive support ability while not disrupting the crown economy.
If you have any ideas based off of this or think of any changes to abilities I'd love to hear them.
I'm absolutely in for more battle sprite content, no matter what it is.
Also, I like this idea because "increasing drop chance" is a mechanic that only exists with Seraphynx but it's only dedicated to hearts and shield buffs.
Getting more materials may be in favor of material vendors and >>>>> for getting a damn book <<<<<. (that's probably a hidden reason >:D)
The idea of making both moonstone and valestone put to use is also really great!
I think 1,000 GSC sounds a lot for a second, but usually battle sprites cost 2,100 Energy... so one GSC equals 200 Crowns which makes the price add up to 200,000 Crowns.
That means it's more or less the same price, which also accompanies the idea to limit the sold amount of GSC per casino.
Great thinking at this. ^^
The only thing I'm worried about is setting the luck-up ability as the very first one.
The first ability always has the least cooldown (I think) and it's available from the very beginning.
So either it can only affect one enemy OR the duration of luck-up is short OR the luck-up increase is not that great (to nerf it).
IMO the luck-up ability is the core-mechanic that players would be interested in, so won't it be better to put it as the 2nd or 3rd one? :o
Players would obviously get it to max level for the Utimate which increases luck-up even more, but even so, I think it might be better to not put it as the very first ability.
What do you think? :D