SOULSPITTER CAULDRON
Used by Malphas to store and collect the souls of unworthy opponents. It appears to still have its arcane properties, but also has no souls left inside. Despite its small appearance, it seems surprisingly big enough to hold an entire arm or head in there, perhaps…
STATS:
Tier | UT |
---|---|
MP Cost | 100 |
On Equip | +3 DEF +3 SPD |
Effect(s) | On self: Explosion of 600 damage within 5 tiles. |
Despawns Character | |
On Impact: Spawns Character on Location | |
Throw Time | 0.25 seconds |
Cooldown | 1.75 seconds |
Radius | 5 tiles |
XP Bonus | 6% |
Soulbound | UT |
Feed Power | 750 |
Drops From:
- Archdemon Malphas (White bag)
More info:
When I was looking into playing more dagger classes, I found it weird that the assassin didn’t really have any tools to move around better using their ability. The Rogue had the Planewalker, the Trickster naturally has a prism. Sure the assassin could lob their poisons over the wall but it felt like it should also have an option to be able to “teleport” like its other dagger counterparts.
This is why I’m suggesting this idea, how the item actually works would be the assassin fitting themselves into the Soulspitter Cauldron, this makes the cauldron cackle wild magic around the area (the poison/damaging effect) due to having taken in a soul and its body. The assassin proceeds to get thrown out as a grenade projectile (soul-form) then becomes corporeal again upon landing on this plane. The yeeter has become the yeeted.
I didn’t want it to be an outright teleport due to this lore, as well as its gameplay feeling a bit clunky or weaker than a normal teleport by the other classes due to lobbing/air-time as a poison. I still wanted to keep the idea of lobbing poisons since it felt like the style of the assassin.
This is why I wanted to sort of suggest temporarily “despawning” the player’s character until the projectile lands. Making it inoptimal when you want to maximize your DPS with your dagger, as well as making it a bit unique as it provides pseudo invincibility at the cost of damage. Spamming this would essentially also come at a cost of having more and more downtime not dealing damage adding up.
I wanted this to be useful for rushing dungeons or getting over walls, or situations where you’d need a short breather or time to reposition in fights. I’m generally open to suggestions and thoughts about this so feel free to comment what you think about the idea!
Edit History
Edit #1: Changed the spawn-respawn mechanic with stuff already in the game. Still speculating the strength of the ability (unsure on the invincibility mechanic specifically if it can be abused or if it is balanced). Reworded some things and added a few more sentences elaborating what I currently think makes it “balanced”.
Edit #2: Edited some details about invincibility, apparently teleportation invincibility might be a bit different so reworded the ability a bit. Adjusted some of the damage numbers.
Edit#3: Reverted it back to its original form to just despawning-respawning the character to make it more straightforward.
What do you think about the idea?
- The idea is great!
- The idea is good.
- The idea is okay.
- The idea is bad.
0 voters