Spiritism/Ether Feedback - Spiritism and Ether content is such a unique gameplay loop to MO2. I'd love to see it polished and "fleshed" out!
I don't see many Oghmirs playing mage unless they go MM - and thought it'd be nice to have some other options. Alvarin and Humans can shine in a variety of roles now, Oghmirs do not. I expected Oghmir to have affinity for magic, but it's not present in the clades in the same way it is for Humans and Alvarins.
I see a lot of Spiritism suggestions posted in discord, and know Henrik said we'd get some "juice" - but wanted to capture some ideas down on the forums. Thursar mages could also use some clades, but I'm not sure how much that fits lore-wise.
- Add points of interest (BOSSES, occasionally lootable spirit boxes from Ether), possibly around ruins or other existing POIs? (This might help budding spiritists get spirit boxes in the ether and experience the ether gameplay loop, with the 50% spirit penalty when they res at the priest)
- Have flux drop when a player is banished or home/nearest priests
- When someone home priests, their boxes should drop consistently where they used to be, not at their home priest.
- Make spiritism spells more useful. Add more purpose to spells (awareness should show priest beams from the meat world, barrier/kau regen/expel spirit should last longer and have more utility)
- Spirits are too easy to defeat. Make the content more difficult/engaging. bring back the ability to cast spells while ether beaming?
- Projectile in the ether does more damage to the caster than most targets. Maybe give it a use - have it remove a buff on the target or reduce/pause their Kau regen?
- Allow Ether portals to see through to the ether world (and vice versa) if the players have Spiritism - have it grant the OLD awareness buff where you could see humans in the meat world, and let spiritists (on either side) of an ether portal see who's on the other side.
- Let Dispel Portal be cast MUCH faster - by the time a portal appears, it's too late to cast to remove it due to the cast time.
- Equilize jump height in the Ether. As a fat oghmir with full sprinting and jumping, I am heavily penalized, when I should be equalized. While I can't do some jumping puzzles in the meat world, let me access them through the Ether.
- Skadite/Oghmium flux seem absent from spirit loot tables. Loot luck does not appear to impact drops. No spirits give more than 50 spirits. Players can not work together on spirits (one gets spirits, the other reduces the amount of spirits, neither gets flux). Perhaps this is all intentional.
- Ether Momentum randomly drops when traveling across the world. The longer duration and increased effect is nice from where it was originally.
- Add some titles for # Spirits defeated.
- Consider adding Multiverse and Ether Portal Notes to gain 0 skill - depending on your design vision on how rare you want the school to be.
- Consider adding benefits to Ritualism for having Ether Lore (or other skills). Players often use a lack of point investment to justify the weakness of Ritual pets. Many Ritualists (who have already invested tons of time and gold) would likely be willing to invest points in Primary Skills that make their pets more than a fancy party trick.
- Add some level of concentration (and possibly some increased spell damage) to the Rock Solid buff. I'm stuck standing still, at least let me get a few casts off.
- Add something that solidifies oghmirs as high damage spell casters. Humans have tons of synergy with magic schools (extra points, great regen, shamanistic, extra armor, tactician etc), Alvarins have speed/sight/thaumaturge. Oghmir can have high int at the expense of Dex/Str, but damage improvement due to INT scaling is negligible. Why would anyone chose Oghmir over Human or Alvarin for Elementalist? The clades are very lackluster regarding magic use. What about a clade that has a chance to consume more reagents for more damage? Let Oghmirs blast stuff occasionally.
- Provide some Mounted Magery on a clade to encourage new players to go the MM route.
- We are made of rock, do we get effected by temperature the same way everyone else does? Seems strange that humans get northerner and southerner but Oghmir live in the snow... toil over forges... and don't have options/choices for resists.
- Combine some of the double perks to make room for something interesting. We have two clades that give +10% food consumption. Two clades that add 3kg of armor weight (with no regen!). I'm not looking to be as regen-ey as a human nor as fast/scouty as an alvarin - but to have something that sets Oghmir apart as something other than a strong Mounted Mage.
- Warcry - Consider adding some concentration and knockdown resist to the warcry to make it more tempting.
- Revisit the Stoneskin clade (damage reduction by 3). If I'm getting smashed by footies for big #s, -3 damage isn't coming close to helping.
I don't see many Oghmirs playing mage unless they go MM - and thought it'd be nice to have some other options. Alvarin and Humans can shine in a variety of roles now, Oghmirs do not. I expected Oghmir to have affinity for magic, but it's not present in the clades in the same way it is for Humans and Alvarins.
I see a lot of Spiritism suggestions posted in discord, and know Henrik said we'd get some "juice" - but wanted to capture some ideas down on the forums. Thursar mages could also use some clades, but I'm not sure how much that fits lore-wise.