Jungle Juice

biggblue

New member
Gain stacking buffs when you have unsecured souls:

100+ unsecured: +15% weapon fire rate
500+ unsecured: +8% weapon dmg, +10 spirit power
1000+ unsecured: +15% debuff reduction
2000+ unsecured: +1 bonus health for each unsecured soul above 2000

[Maybe unsecured souls are secured faster to reduce the length of these buffs? Or would that make it too busted?]

I did not think especially hard about these numbers--they are just to convey the general idea, I welcome any suggestions for a more thought-out buff progression.
 
While I really like the idea of having unsecured souls as a bonus, at high ranks losing too many unsecured souls can lose entire games-the tempo swing is that big. At low/mid ranks, losing a 1k bag isn't that big a deal because players can't capitalize on it, but the higher you go the worse this item concept gets; the risk is simply too high.

It also incentivizes players to do something very suboptimal, which is not spending their unsecured souls asap. If you want to handle these things, instead of providing passive buffs that encourage holding onto souls for long periods of time, ramp up the reward and put the risk on a much shorter timeframe.

I think this might be a better way to handle unsecured souls:
Jungle Juice.png

Or if you're wanting to stick with the stat buff route instead:
Jungle Juice v2.png
Edit: 'Enemies' means enemy players in this case, not NPCs.


Either way the concept has some problems that probably need to be approached from a different angle entirely. Hell, I'm not even happy with the items *I* cooked up for this. Probably worth exploring though, good post!
 
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I see your point, and I like your suggestions! In my mind, the buffs meant players would be rewarded for going after camps & sinners more aggressively by allowing them to fight off ambushes more effectively and to farm faster, but I see how it also incentivizes them to hold onto those souls via not spending them.

I like the point you made about picking up souls that have been dropped. I wonder if it might work better if the item is more focused on that?

Something along the lines of: When you gain 30 or more unsecured souls within a 3s window, receive [insert buff here] that stacks for every 30 unsecured souls gained.

That way, you still get little bonuses from going after camps, but you also get a huge payoff from hunting down someone with lots of unsecured souls or from just picking them up after someone dies. Additionally, your final total of souls doesn't come into effect, so there's no incentive to hold onto the souls after picking them up.

[[Also, as an aside, what software are you using to make the item templates? They look great!]]
 
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New to item formatting, so I apologize if this doesn't follow conventions. What about something like this?

(Not sure if I'm doing something wrong, but the Unstoppable icon wouldn't appear for me when I tried adding it in.)
 

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