Make Battle Sprites passively use their first ability (aka. make Battle Sprites auto attack)

10 replies [Last post]

Most of the time there isn't much point/benefit in using the first battle sprite skills as it doesn't provide much benefit compared to 2nd or 3rd abilities.

Simply put, make battle sprites passively use their 1st ability (without putting the other two on cooldown) on the nearest enemy from you and drastically reduce their cd's so they are able to fire them off at a constant rate; Drakon could be one with shortest cooldown due to the primarily offensive nature, followed up with Maskeraith and Seraphynx being on the more supportive side (range of those could be between 3-6 seconds respectively).

This adds a lot more value to the sprite in general and adds a lot more value to the Ultimates themselves, particularly ones with a more offensive nature like Meteoric Firebolt/Virulent Quills/Dazzling Light Ray.

This would also add a lot more value to harnesses as higher tier ones would be a straight DPS increase for sprites and there would be a lot more benefit in using the other damage type harnesses as well.

Needs to be a toggleable thing as well; sometimes it would benefit not killing off mobs to prep for next wave in an arena, or you just want to have a moment to admire something, etc.

#1
I have to strongly disagree,

I have to strongly disagree, Maskeraith's and Sera's first ability are very strong and Mask alone defeats the purpose of having a poison weapon/vials/barriers alone, with positive DPS outcome, and Sera is particularly good against Slags in FSC, and turrets, you can improvise a lot with Seraphynx alone, too.

I'll say the better approach is to buff Drakon's Fireball, as even pressing the "1" button and holding «Attack» will charge your weapon and use it's ability, still giving you positive DPS, since it's slightly faster charge time instead of shield spamming or charging the weapon normally.

#2
No

No thanks

#3
.

Yes and No

I do think a passive attack might be interesting but I don't think it should be attached to your skill.... in fact I also don't really want it to be long ranged either...

Just a simple swipe attack at nearby enemies who are in sword range would suffice, 0 knockback, low damage, low fire rate.... it would also scale with your sprite star level and changed based on the harness. Just enough that it feels like your buddy and not an observer for 90% of your fights

#4
That does sound more reasonable

Thinking about it, what I suggested would be a tad bit chaotic and if we were to go that route then some stuff would probably need toning down, so wouldn't mind something like this as well

But yeah my main concern basically is the 1st ability doesn't get much use as the other two, I do agree that without like applying this idea Drakon's 1st ability should definitely be buffed in some way (especially the other non-stun ultimate). Maskeraith's 1st is in a good spot

Seraphynx could maybe benefit with the beam locking onto first enemy that gets hit perhaps so it's far more useful for moving enemies? While adding a bit more range/coverage in some way (e.g could rotate around a mob in a circle) so it doesn't mess with clumping up enemies as much with say like Vortex type bombs and potentially get additional value hitting other mobs around around said enemy

#5
Honestly the primary

Honestly the primary abilities just don't get used much because players just don't think about it... not because they're bad for the most part...

The Seraphynx Laser can OHKO a turret enemy or at least flinch lock it for a while, and the Ultimate Disintegration Beam is even more powerful and useful.

The Maskeraith Quills are arguably useful at any level and only get more powerful as you progress.

The only real outlier is the Drakon whose Firebolt just doesn't work well in a lot of cases, often failing to inflict the Fire status that helps up it's overall damage output... the easiest fix is just to make the Firebolt always inflict Fire.

Getting all of these to work though is just a skill check, get in range, take a shot with your gun to get the autotarget locked into the right direction and then activate the sprite skill... the rest is just timing and spacing.

#6
Don't like the melee swipe, for other weapons

"Just a simple swipe attack at nearby enemies who are in sword range would suffice"
very useful if you use swords... What about guns... You don't have sprite attack... what about bombs... also not attack from the sprites. Cool...
The 1º ability as the attack is good, the 1º skill would be a "Command" to use it on a particular enemy OR the Drakon use a smal fire attack, no stun nor fire. The Maskewaith throws ONE feather, no poison. The Serakitty does a short beam of damage, no armour removal. Small Range 3-4 tiles so it can be useful for all the weapons style.

#7
@Jcyrano

I have one of my accounts as a dedicated bomber, one as a dedicated gunner... you seriously underestimate just how often you pass within melee range to monsters. In fact at a certain point in playing you'll actually use this to bait out specific attacks from enemies which are easier to dodge... Jelly Cubes go for the tackle, Zombies try to swipe at you, etc...

That being said even in cases where you don't make it a point to get close to enemies, having a free attack go off automatically anytime something gets close to you can only make your overall DPS go up...

The only gripe I'd really put towards it is that sometimes I'm trying to be sneaky and will let someone else hold a monster's aggro while I'm preparing a charge attack right behind it... having an auto-attack on your sprite would make this riskier since there is a chance that the monster could switch aggro to you

#8

I don't necessarily like the idea of an attack I can't control disrupting my play if I'm trying to do something specific for either my playstyle or for my party's playstyle. An autocast TOGGLE would be one thing but even then I struggle to see the use in it. Not many sprite abilities are *fully useless,* the issue they face is a lack of utility compared to all of the other options a player already has.

I think something that might help Drakon specifically is getting the ability to fire two shots - and they reload when the cooldown is finished whether you've used only one or both of them. Seraphynx's beam has suppression capabilities that Drakon's firebolt couldn't dream of, and Maskeraith's (imo underrated) ability to poison is a boon in a wide variety of situations. Drakon's 1 is kinda the odd-one-out in this.

#9
@Vyre-Acidlashed

I think that everything on the hotbar needs to be switched to "instant use"

There's so many cases where I want to use my sprite ability or even just a barrier item and instead of pressing a button and it happening I have to wait for half a second and do a little arm wave with my character before anything happens.... in this half second though I can take damage, the enemy can move, or be flinched out of trying to use something...

This alone just makes sprite abilities feel more of a slog to use than they really should, and gives such a bad first impression that I often see lower ranked players refusing to invest anything in their sprite because they're not really seeing the use of it.

#10

Actually, yeah, making the abilities uninterruptable would probably help the way they feel, hugely so. That, I can agree with. Might be nice to be able to use them while carrying items, too, especially Sphynx's Aegis and Drakon's Barrier abilities.