Vitality sweep: Turtle, Frog, Bull, and Tiger Spirits

nathanieljbrill

Active member
Turtle Spirit
* Costs 500
Passive
* Gain 100 bullet shield and 100 Spirit Shield when you parry.
* Cooldown 30s.
* Duration 10s

Frog Spirit
* Costs 1250
* +100 Bonus Health
* +1 Stamina
* Jump height +50%
* Dash distance +25%

Bull Spirit
* Costs 3000
* +250 Bonus Health
Passive
* While Sprinting your sprint speed ramps up from +0 to +5 over 10 seconds.
* While Sprinting you have a heavy melee hitbox in front of you.

Tiger Spirit
* Costs 6200
* +100 Bonus Health
* +20% Weapon Damage
* +10% Ability Cooldown
Passive
* 15% Max Health healed on Kill and half on assists.
* When you Dash into an enemy you are attached to them for 5 seconds.
 
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Turtle Spirit
* Costs 500
Passive
* Gain 100 bullet shield and 100 Spirit Shield when you parry.
* Cooldown 30s.
* Duration 10s

This seems interesting as a form of defense against spells using the parry system, but I feel it will mostly be abused as a cheap way to maintain barriers for characters like enchanters

Frog Spirit
* Costs 1250
* +100 Bonus Health
* +1 Stamina
* Jump height +50%
* Dash distance +25%

These stats will need to be heavily adjusted, as they could provide too much unwanted rotation and sticking power that the devs would likely not want.

Bull Spirit
* Costs 3000
* +250 Bonus Health
Passive
* While Sprinting your sprint speed ramps up from +0 to +5 over 10 seconds.
* While Sprinting you have a heavy melee hitbox in front of you.

Interesting idea, but since it's always active, players will learn to use items like Warp Stone or abilities in front of you, then stun you with Parry—something that negatively impacts you. Spending souls on this will not feel good if it leads to such a situation."

Tiger Spirit
* Costs 6200
* +100 Bonus Health
* +20% Weapon Damage
* +10% Ability Cooldown
Passive
* 15% Max Health healed on Kill and half on assists.
* When you Dash into an enemy you are attached to them for 5 seconds.

'When you dash into an enemy, you are attached to them for 5 seconds.' So, you're essentially CC’ing yourself to an enemy who could have many ways to drag you into their team. Yeah... maybe not exactly what you were thinking, lad.
 
Turtle Spirit
* Costs 500
Passive
* Gain 100 bullet shield and 100 Spirit Shield when you parry.
* Cooldown 30s.
* Duration 10s

This seems interesting as a form of defense against spells using the parry system, but I feel it will mostly be abused as a cheap way to maintain barriers for characters like enchanters

Frog Spirit
* Costs 1250
* +100 Bonus Health
* +1 Stamina
* Jump height +50%
* Dash distance +25%

These stats will need to be heavily adjusted, as they could provide too much unwanted rotation and sticking power that the devs would likely not want.

Bull Spirit
* Costs 3000
* +250 Bonus Health
Passive
* While Sprinting your sprint speed ramps up from +0 to +5 over 10 seconds.
* While Sprinting you have a heavy melee hitbox in front of you.

Interesting idea, but since it's always active, players will learn to use items like Warp Stone or abilities in front of you, then stun you with Parry—something that negatively impacts you. Spending souls on this will not feel good if it leads to such a situation."

Tiger Spirit
* Costs 6200
* +100 Bonus Health
* +20% Weapon Damage
* +10% Ability Cooldown
Passive
* 15% Max Health healed on Kill and half on assists.
* When you Dash into an enemy you are attached to them for 5 seconds.

'When you dash into an enemy, you are attached to them for 5 seconds.' So, you're essentially CC’ing yourself to an enemy who could have many ways to drag you into their team. Yeah... maybe not exactly what you were thinking, lad.
Using the 500 cost turtle item as a way to keep up enchanters barrier would be a great expression of the item and not an "abuse." It wouldn't even be that strong for that, that's just a possible expression.

Frog Spirit is significantly weaker for rotations than something like Fleet foot, so not something the devs would need to worry about. It would provide value in other ways, but that's necessary to justify the cost and item slot.

That would be great if Bulk Spirit provided that kind of interaction! That's high level gameplay right there, where they have to predict your movement dash in front of you and have time to parry while you move into them without realizing in time to stop. Nothing bad about that at all.

Yes you are the one attaching yourself to them and they can't get away from you. They can carry you around yes, but if they're focusing on mobility while you're carving into them they're doubly dead! This is a "this person is lached onto me oh Frick oh Frick die die die" situation. You are the one who chose to dash into them, I assume you chose a favorable situation to do so.
 
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