Fixed Fortune | T1 Spirit (Soul Income Item focusing on the Sinner's Sacrifice Mechanic)

Joren.Thiessen

New member
This item is meant to explore some of the other design space around items that generate soul income that have now been introduced. ('Trophy Collector' and 'Cultist Sacrifice')

Overview: A cheap spirit item with an Active that consumes an (increasing) amount of the players souls each use in exchange for a permanent 'stack' on the item that improves the income generation potential of the Sinner's sacrifice boxes.

Active Full Description: CD: 120s (probably needs to be a lot higher or scale up with use like the soul cost)
Consume 100 Souls to gain a permanent Fortune Stack. Soul Cost doubles each use.

Gain increasing effects Per Stack:

Stack Effect:
  1. Gain A Golden Statue Buff Per Stack & The Final hit On a Sinner's Sacrifice grants +50 Souls
  2. +100 HP
  3. +4 Spirit Power & Improve Sinner Sacrifice Soul Rewards +30%
  4. 5% weapon damage & Gain an additional Buff from Sinner Sacrifice "Jackpots"
  5. +2 Regen & Unsecured Souls Decay Faster
  6. +.2 move speed & Your Melee strikes on Sinner's Sacrifice machines do double 'Damage'
  7. All previous Stat gains are now 'Per stack' & Gain an additional GS Buff per stack
Mathematically, you pay about as much as a T4 items to get to 6 stacks. I haven't attempted an analysis to identify if the Box upgrades match/outpace or fall short of generating that income in the time it takes to implement it.

Image Mock Up: (Credit to this tool i found to make an image-> https://undeadlock.com/en-US/create/ )

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Further Reasoning: (More detail on the 'values' i see in this item)

  • It reflects/expands on the design space of the other two 'income items'. For example, Since Trophy Collector interacts with Kills/Assists and Cultist Sacrifice cares interacts with the troopers/jungle, The Spirit equivilent should interact with the other potential source of souls (Sinner Sacrifice & breakables)
    • The sinner sacrifices are a particularly fun side objective with the edition of the buffs, this item intends seeks to expand on that and make the buffs more important for characters with this item raising the stakes (and offering counterplay through targeted denial of them).
  • Additionally, The other two 'income' items present an relatively high upfront cost that you hope to recoup or mitigate with the income. This item is cheap but it's cost continually rises through it's use.
    • Also then functions as a late game money sink in the rare 50+ minutes "everyone is full build" game becasue this item can provide (infinite) stats in theory. If a player can recognize that the game is going to go hyper late they can be rewarded for investing in it sooner than that the other teams hyper-carry.
Lastly, I wanted to link some other 'spirit' econ/income items I found/took inspiration from on the forum while i was poking around to see what ideas already existed out there in this vein before I posted my own.
 
increasing sinner's sacrifice soul by 210% + 350 by minute 14 is absurd (this would mean a sinner's at minute 14 would be giving 1.36 thousand (or about 1.5k at 30 minutes)
 
I wasn't thinking the Soul sacrifice upgrades would work per stack. So a flat 30% increase +50 per box. The 7+ 'per stack' upgrades would only apply to the normal stats (hp, weapon damage, spirit power etc)

Also (if it wasn't clear) the active has a soul cost that doubles per use so 7 stacks times costs 12,700 souls. If you used it off cooldown you would have a near 0 net worth at to get max stats at 15 minutes. I think that would obviously be strategically a bad move even if it did grant 'absurd' income potential after reaching 7 stacks. Having a player forgo all items for the first half of a match would be a massive liability. The optimal use case would be to weave this active in-between purchases as you can afford it.
 
I like the idea of an item that affects how your Sinner's Sacrifice's come out, but I don't feel like your item really meets the "Fixed" part of the item's name.

Also the cost on use seems to me like it's not really a viable concept, but the rest isn't bad.

What if the item was instead split into 2 items, a T1 and a T3?

The T1 item substantially increases the odds of getting an Urn buff related to your most invested stat (This would mean that having Vitality as your highest stat would increase the odds of getting bonus Health, Weapon as your Highest stat would increase the odds of getting bonus Ammo, Fire Rate, and Weapon Damage, and having Spirit as your Highest stat increases your odds of getting bonus Spirit and CDR) as well as increases the window for you to get a Jackpot on Sinner's Sacrifices. (Increasing the window will make it easier to spend less time at them and as a result get you more money overall).

I would then have the T3 Upgrade allow you to regenerate a Sinner's Sacrifice Machine that had been used (with something like a 90s CD). This gives you more of what you want from the Sinner's Sacrifices as well as get more Machines and be a "long term investment" style item like Cultist's Sacrifice and Trophy Collector.
 
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