[FEEDBACK] Wisps still just don't really work.
Hey guys,
this post is going to sound really negative but it's more that i want to point out specifically what isn't working with the wisp mechanics and leave the solutions up to the devs. I'll still leave some random ideas at the bottom, but mostly as food for thought. ANYWAY Wisps don't work. Why they don't work. Currently... Wisps spawn then take off toward a rare and tag enemies along the way, simple enough. The problems that arise are that unless you are just making a mass screen-wiping damage build, you don't really have that much chance to charge the wisp to increase their power and rewards. Specific Issues - The Rare the Wisp targets can be too close, meaning you might only get 30% of a charge (The cap is 200% I believe?) - The Enemies the Wisps tag can end up very spongey for a more rounded build, especially with the Bear/Boar/Ox-touched (purple) wisps. - The Wisp might path over an area you have already cleared when heading towards a rare in more open maps. - The Wisp will despawn (the sound cue is heard) if you don't find it before killing all the Rare monsters, even though we don't know the Wisp even exists until we find it. - Talismans seem to be very uncommon, even at 100%+ charge. This is a tough one because there also aren't variations/rolls of each talisman to be able to make them more common The Lesser Issues - The Wisps are already in "Wisp form" when you discover them, a bit disappointing when the first campaign encounter shows it as a Stag before chasing. - Some of the Wisp attacks can cause serious visual clutter or even bodyblock you. - Some of the "temporary" attack spirits actually don't disappear immediately and can cause issues (happens a lot with the Bear spirit) - It's not entirely clear to people that you have to kill the touched enemies to power up the Wisp. That's about it... I'll spit out some random ideas I had as brainfood but addressing theses issues is the main thing. Ideas - Have the wisp attach to the player, then detach at the next Rare. This would let players potentially even have multiple Wisps juggling (if the map has multiple) and really juice up a Rare. - Have the Wisps activate by interaction, letting players corral monsters toward it for an initial boost to the charge. - Once a Wisp possesses a Rare, have the charge still continue to build by killing enemies in the same radius as the initial Wisp. - Wisps could have a required charge (number of monsters they touch) before heading to a Rare, having them path toward normal monster packs before the Rare unless there just aren't many monsters left in the map. - Wisps could spawn closer to the start of a map, making it easier to have it trail more monsters into it. Last bumped3 мая 2025 г., 02:51:16
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