What makes a good witch? A good witch always finds the ingredients.
copy from any weapon you want, really, though i would of course prefer a sniper.
reduce the base stats. as with most gimmick weapons, we have bad base stats but powerful conditional buffs.
probably should look like a magical staff or something.
Each enemy will drop an essence when killed. They need not be killed by this weapon; all enemies drop an essence. Only players who use this weapon may see and pick up such essences. The essence is that of the main weapon carried by the enemy. It would look like and act like a weapon dropped in royaledudes, but upon picking it up you don't get that weapon. Instead, you get the essence, which goes into your inventory. (Perhaps, for simplicity, we could have a small number of essences ~5, and each main weapon would be associated with an essence)
You may hold up to 5 essences at any time in your inventory. The UI lets you discard them as necessary. It also shows you the reagents you need for each spell, and lets you activate a spell if you have the ingredients. Perhaps you would also be able to keybind up to 3 spells here for ease of use.
Spells affect you or your weapon. Only one spell may be active at any time. Each spell lasts 30-60 seconds, with a 10 second cooldown after the spell expires. After that, you may activate another spell. Each spell requires a specific set of ingredients to activate.
Without spells it's a pretty bad weapon with disappointing base stats, but once a spell is active, it becomes a viable weapon. As said above, some spells may affect you directly - for example we could have a berserker spell. Such a spell would be active even if you're not holding the weapon.
If extra spice is desired, you could make it so that the crafting table is randomly generated each week. That way each week a different set of spells will be available - since which spells you can concoct depends on which weapons players are carrying. At the same time, non-witches may also start thinking about which weapon to pick, to avoid granting the witches an advantage as they die and leave a useful essence.
A highly unique weapon with an engaging minigame and an impact on the metagame.
What makes a good witch? A good witch always finds the ingredients.
copy from any weapon you want, really, though i would of course prefer a sniper. reduce the base stats. as with most gimmick weapons, we have bad base stats but powerful conditional buffs. probably should look like a magical staff or something.
Each enemy will drop an essence when killed. They need not be killed by this weapon; all enemies drop an essence. Only players who use this weapon may see and pick up such essences. The essence is that of the main weapon carried by the enemy. It would look like and act like a weapon dropped in royaledudes, but upon picking it up you don't get that weapon. Instead, you get the essence, which goes into your inventory. (Perhaps, for simplicity, we could have a small number of essences ~5, and each main weapon would be associated with an essence)
You may hold up to 5 essences at any time in your inventory. The UI lets you discard them as necessary. It also shows you the reagents you need for each spell, and lets you activate a spell if you have the ingredients. Perhaps you would also be able to keybind up to 3 spells here for ease of use.
Spells affect you or your weapon. Only one spell may be active at any time. Each spell lasts 30-60 seconds, with a 10 second cooldown after the spell expires. After that, you may activate another spell. Each spell requires a specific set of ingredients to activate.
Without spells it's a pretty bad weapon with disappointing base stats, but once a spell is active, it becomes a viable weapon. As said above, some spells may affect you directly - for example we could have a berserker spell. Such a spell would be active even if you're not holding the weapon.
If extra spice is desired, you could make it so that the crafting table is randomly generated each week. That way each week a different set of spells will be available - since which spells you can concoct depends on which weapons players are carrying. At the same time, non-witches may also start thinking about which weapon to pick, to avoid granting the witches an advantage as they die and leave a useful essence.
A highly unique weapon with an engaging minigame and an impact on the metagame.