#Legendary Joker: Spell Sidearm

20 messages · Page 1 of 1 (latest)

mental herald
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Mechanics: You can equip 1 more spell. Max 1 card.

Description: "You bring more spells to a gunfight. You can equip one more spell."

Would need a new keybind and all, but it'd be a huge boon for all of us dedicated casters.

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If more balancing is needed, it could extend the cooldown of all spells (+10-15%?) and the description would go something along the lines of:

"You bring more spells to a gunfight. You can equip one more spell, but your focus is split between them, increasing cooldowns of all spells by 10/15%."

Alternative balance: -20% weapon damage, since your focus with this joker is very much on spells.
"You bring more spells to a gunfight, to the detriment to your actual guns. You can equip one more spell, but your weapon damage is 20% lower."

Though the legendaries taking up 5 spots feels like a pretty hefty price already.

steep ember
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Hmm, I'd probably gently nerf the overall strength of the extra spell chosen to compensate instead

mental herald
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Aye, I thought about it, but the problem arises with "utility" spells - how do you nerf the "strength" of a portal or a jump? I went with cooldowns because all spells have them, and it's the one thing that can be ubiquitously increased 🤔

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(And sure, jump can be slashed in height, for example, but the issue with things like a portal remain - cooldowns feel like a safer balancing point)

steep ember
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such as: heals are only 85% effective. immortality is either reduced by an extra 4 seconds OR instead of immortality, you take 90% less damage

mental herald
steep ember
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there's ways to play with it but tbf I think this'd give the devs a nightmare to balance it out so come to think of it, I'd say just add longer cooldowns BeebsOh

mental herald
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Balancing on per-spell basis would make it incomprehensible without wiki-diving, and it's not a good practice to make players wiki dive. Hell, I'd hope the devs would eventually give us more info in-game (how much damage spells or weapons do etc. in pure numerical values, since going between spell/weapon vendor and firing range just to test a minor change can get a bit tedious at times).

sharp scroll
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I was thinking of a spell sidearm as well, I think this would be super cool, especially as someone who loves the spell aspects of games (haha could you tell)

I was thinking it could be a "Focus" and the skins could be things like spellbooks, orbs (for pondering) and such!

still sleet
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A spellbook sidearm sounds sick as hell

pearl laurel
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i was literally about to suggest this

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so i support it

molten mason
vivid helm
# molten mason I was thinking about the same thing when I saw the suggestion title - a sidearm ...

Wizard/sorcerer staff as a primary (more powerful spells) and/or a spell book (or magic wand) as a secondary (less powerful spells). Then you could potentially choose to equip all five categories at the same time.

Also mystic prestige, could combine different elemental spells together to cast as a single button press, doubling/tripling/etc. the total equipped spell count and therefore make automatic combos when cast.

ruby hedge
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Maybe make the extra spell replace your secondary weapon

crisp lintel
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I would love a grimoire style secondary that let you equip spells, it could be ammo-based cantrip-style spells where you rip pages out of the book to use like the cards.

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Whichever element you pick lets you pseudo-customize the spells, some kind of low damage cantrip for the fire button and a lower damage aoe/utility for the aim button.