Wandering Spirits - Remove the Poison branch

Wandering Spirits’ core gameplay is all about trapping enemies into your moving mines.

It is not about D3 Skeletal Mages casting projectiles.

Moreover, with recent patches, its Poison ailment has been nerfed, and damages no more.

Therefore, remove the Poison branch from Wandering Spirits skill tree.

Remove the Poison subtree starting from Poisoned Minds included.

Just to confirm, you think that any branch of a skill that you do not personally use. Should be removed?

Is that correct? Am i understanding your post here correctly?

You do not like that branch, so it should be removed?

This branch now feels useless and points should be better allocated elsewhere.

Okay. So if i am using that branch, and i think the other, “wandering mine” parts are useless. It should be removed? Right?

That’s the logic you are going with here?

No.

I’m referring to the identity of the skill.

There are already Skeletal Mages in Last Epoch.

There is no need to transform Wandering Spirits into Skeletal Mages casting Poison projectiles.

If there is a need for a creature to cast Poison Projectiles, do it in Skeletal Mage, this is the skill that should do it, because you know, Skeletal Mages cast magic and elemental projectiles.

Wandering Spirits is so unique, I’ve never seen such a creative skill in any RPG I’ve ever played.

This proposal is all about emphasizing its identity.

Like, recenter to the core value this skill brings to the game.

Wandering Spirits are different from Skeletal Mages.

This difference should be celebrated.

The skill trees are about variations on the skills. Making them do different things (as well as the obvious, more boring “more damage”)

There are nodes in skills that make them single target, or AoE, there are nodes that convert damage types, or aoe, or make things that are melee ranged, or novas be targeted elsewhere.

These nodes make wandering spirits poison damage, and spit poison dots. That’s fine. That’s cool.

Don’t homogenize all the skills because you don’t like a particular part of the tree.

2 Likes

but skele mages scale from minion damage and are more likely to be played by necros, while spirits scale from player stats so they’re more likely to be played with lich. I don’t get your point. If the poison branch is performing underwhleming it should be buffed, not deleted.

4 Likes

It is fine to transform the skills a little bit, but either:

  • The identity and core mechanics of the skill are preserved
  • The resulting modification is unique, and doesn’t look like anything else already existing in the game (has its own unique identity)

Making all the skills look the same is nothing but a communist nightmare.

Wandering Spirits is not Skeletal Mage.

My guy just used the term “communist nightmare” about a video game

1 Like

Yes I agree. We should keep the poison tree but put it behind MTX. This way we can have capitalist nightmare instead.

Everyone wins!

Making the skill a poison skill has it’s benefits and having ghosts that blowdart enemys and poison them even more. How about you leave skill interactions alone that INCREASE the useability of a skill rather then remove stuff YOU think isn’t fitting, usefull or whatever.

1 Like

I think there are to many convert to another damage type nodes in all of the skill trees. Its a lazy addition that doesnt make sense for alot of skills. Class idenity is massive and for this specific case i think its pretty stupid to have GHOSTS that can poison you. Frostbite/chill makes sense but poison ghosts? Cmon

1 Like

Indeed.

Or some sort of possession fantasy.
Like x% chance to charm the enemy for few seconds.

I think you missed the majour difference between skeleton mages and wandering spirits…
skeleton mages = minion
wandering spirits =/= minion, it is a spell and uses your stats
it’s years since they remade wandering spirits into a player scaling spell, rather than a minion now

The spell identity does not care about minions they are or not.
And as you rightfully observed, in the end, they are not.
Being no minions, act like Skeletal Mages they cannot.

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