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.
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.
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.
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.
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
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.