A weapon drop from the Cultist wouldn't work because it either has to be on par with Celestial gear or it gets immediately replaced by the upcoming Celestial gear
This wouldn't work because you would just swap to it before buffing and swap off of it afterwards
there are no classes, there's just damage types and some armor boosts specific damage types more than others
this kind of item would either have to give all its buffs at once, or it would have to see what your highest damage modifier is and use that to grant one, neither of which really works when you already have Celestial Shell giving you boosts to everything
This is why I say that actual mechanical items don't work from Cultist, everyone already complains that all the gear from Golem to the Moons gets immediately outclassed and replaced with Celestial gear so why add more stuff to that pile? What would a new magic weapon do that Nebula Blaze and RBT aren't already doing? It can't reasonably drop a summon, you either already have Terraprisma or you're about to get a Stardust Dragon. Melee players are content to keep swinging their Terra Blade around and maybe dip their toes into using Daybreak, while Range players have an entire small nation's worth of options at this point and a Cultist drop is not going to improve their arsenal in any meaningful way.
alright let me redo it some of these are inspired by other posts
A weapon drop from the Cultist wouldn't work because it either has to be on par with Celestial gear or it gets immediately replaced by the upcoming Celestial gear
alright how is this it has 4 modes shift like with shell phone
water mode: upgrade to the
Ice Rod no mana cost shoots a
Razorblade Typhoon like attack but block sized and less damage turns to ice block when it hits where curser was pierces once chills faster not really a damage weapon but freeze and block placing makes it useful
air mode: kinda upgrade to
Magic Missile same controls but if you hold you can trap the mob in tornado and move it (within reason the heavier the mob the less well it works doesn't work on bosses) if you stop controlling while in a mob it will disappear if it is not in a mob it will go in the general direction you last moved it and home a little towards mobs if it hits them when your not controlling it it does high knockback
fire mode: hold to charge let go to fire it can to anything from spam click to quickfire to max charge to do a great damage fireball/fire stream with infinite pircing through walls that goes to curser and exploads like
Inferno Fork exact detales like damage and stuff size would need to be scaled to not be op
earth mode: lets you burow though the ground does a pop up explosion of rocks and maybe a bolder in each direction when you leave the ground
lightning mode: summons a lightning bolt from the sky that hits one ememy and spreads to all ememy within range of an zapped emeny for chain lightning no max hit limit but cant go through walls
maybe a combo mode that costs alot of mana i can think of some cool ones
This wouldn't work because you would just swap to it before buffing and swap off of it afterwards
alright few options
1 makes all good effects infinit but they imediatly disapear when taking it off even if it was only on for a second
2 slows down time of potion loss maybe by half only while on
3 doubles all potion effect only while on
there are no classes, there's just damage types and some armor boosts specific damage types more than others
this kind of item would either have to give all its buffs at once, or it would have to see what your highest damage modifier is and use that to grant one, neither of which really works when you already have Celestial Shell giving you boosts to everything
alright how about it enhances depending the class of the weapon your holding just some ideas for effects
ranged: 1 gets infinite ammo
2 cycles through bulets in inventory bullets can be togled off
melee: 1 gets one of these doubled range extended by a hologram weapon thing around the weapon
2 the power to use shields if none in inventory summons a magic one they get striking moment buff
Striking Moment
3 force field with cooldown can ether take one hit and disapear or have a damage limit
magic: 1 charge up spells by holding makes them bigger or deal more damage
returns mana if spell dident hit or based off and/or based off of damage it should have delt but dident this includes armor blocked damage
summoner: allows 2 wips per attack but each only do half damage
no class(empty hand/anything other then a weapon): % boost to stats(probably not all of them)
i think i have fixed or reduced all
This is why I say that actual mechanical items don't work from Cultist, everyone already complains that all the gear from Golem to the Moons gets immediately outclassed and replaced with Celestial gear so why add more stuff to that pile?
i would keep using that stuff
What would a new magic weapon do that Nebula Blaze and RBT aren't already doing? It can't reasonably drop a summon, you either already have Terraprisma or you're about to get a Stardust Dragon. Melee players are content to keep swinging their Terra Blade around and maybe dip their toes into using Daybreak, while Range players have an entire small nation's worth of options at this point and a Cultist drop is not going to improve their arsenal in any meaningful way.
i think the arsenal is improved by not making them strictly weapons the wand is more versitile then heavy the potion is an accesory not somthing you get from celestial and the class stuff is generaly usefull
if this is op all this is a genral guidline it would be reasonably easy to nerf