Suggestion for Azmeri Spirits

Right now, Azmeri Spirits tend to feel intrusive, as the mechanic forces you to stop in your tracks and follow the Spirit instead. Not only that, but the mechanic is tied to Rare mobs, so if you happen to find an Azmeri Spirit by the end of the map, you're out of luck.

Not only that, but good builds also tend to clear screens before the Spirit has any chance of reaching its target. While some builds might be able to hold dps, others aren't able to do so due to being "Autobombers", such as Tempest Flurry builds.

So in essence, the Spirit slows down your Mapping or might straight up go completely against your build or be useless since you found it after killing the last rare mob.

My solution to this is simple: Change it so that Azmeri Spirits will follow you until you have killed x amount of monsters. Once that amount of monsters has been reached, the Spirit itself turns into a Rare or Unique Mob. This gets rid of all the issues the current system has.
Dernier bump le 30 sept. 2025 à 12:04:13
Interesting idea +1
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NagaBreeder#9017 a écrit :
Right now, Azmeri Spirits tend to feel intrusive, as the mechanic forces you to stop in your tracks and follow the Spirit instead. Not only that, but the mechanic is tied to Rare mobs, so if you happen to find an Azmeri Spirit by the end of the map, you're out of luck.

Not only that, but good builds also tend to clear screens before the Spirit has any chance of reaching its target. While some builds might be able to hold dps, others aren't able to do so due to being "Autobombers", such as Tempest Flurry builds.

So in essence, the Spirit slows down your Mapping or might straight up go completely against your build or be useless since you found it after killing the last rare mob.

My solution to this is simple: Change it so that Azmeri Spirits will follow you until you have killed x amount of monsters. Once that amount of monsters has been reached, the Spirit itself turns into a Rare or Unique Mob. This gets rid of all the issues the current system has.


There is non-obvious mechanic, the power of the spirit is determined by how much non-rare monsters you have killed touched by spirit. Those monster can be influenced only once.
So first of all you have to make wisp be right in front of you, and u getting punished for having more than 1 wisp. Those mechanics is the worst game design i ever faced
I like this idea! The spirit follows you, absorbing monster souls and finally manifests. It could manifest in a form based on what you killed while it was following you.

This would even fit thematically with how the wisp itself hunts monsters and bosses. Now the wisp is hunting you, and then testing you - survival of the fittest. What if it gave you a temporary buff based on spirit type, only to turn the tables when it manifests? The hunter becomes the hunted. Lots of potential here.

Because yeah, as currently implemented the Azmeri wisps are extremely good at making players backtrack across already cleared portions of the map, or run past Expedition sites etc and have to backtrack later. Basically if the goal was to create lots of backtracking, the current wisps are perfect, and I'm sure that's not the goal.
If he could at least infuse the rare monster faster it would be nice.

It's anoying having to stop fighting and run around the mobs until he's done.
Because when you kill the rare before, the spirit just go on to next one and you're back at it.
SSF player
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Sirbeaverous#2893 a écrit :
I like this idea! The spirit follows you, absorbing monster souls and finally manifests. It could manifest in a form based on what you killed while it was following you.

This would even fit thematically with how the wisp itself hunts monsters and bosses. Now the wisp is hunting you, and then testing you - survival of the fittest. What if it gave you a temporary buff based on spirit type, only to turn the tables when it manifests? The hunter becomes the hunted. Lots of potential here.

Because yeah, as currently implemented the Azmeri wisps are extremely good at making players backtrack across already cleared portions of the map, or run past Expedition sites etc and have to backtrack later. Basically if the goal was to create lots of backtracking, the current wisps are perfect, and I'm sure that's not the goal.


It also uses part of the system that is already implemented, as the strength and rewards of the Rare mob are based on how many mobs you killed prior to its possession. So basically, they could just set a timer for how long the Wisp will follow you before it turns into a Rare mob. So even if you find the Wisp at the end of your Map and there's only a couple of monsters alive you'll still get a Rare Mob, albeit it will just not drop as many rewards as a "fully juiced" Wisp.

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