Feedback - Reaping Staff

This spell is fun to use but feels limited to build or scale with due to being classified as a spell but playing like a melee attack. Just some quick thoughts on it below:

11% base crit chance: it takes 8 swings to reach the 15% base crit chance most physical spells have. most builds are based around killing enemies on swing 1. wouldn't it make more sense to just make this 15% base and have a different passive so classes other than blood mage can pump with it? *cough*reapersinvocation*cough*

1.20s base cast speed: why tho? the spell already asks for multiple swings and places you right up against the enemy, why make both of those things harder and more dangerous to do? this is the longest base cast speed for a physical spell in the game. seems weird.

heal: this is cool and would offset some of the danger of being in melee, but only procs on cull. why not nerf the amount and make it proc on kill? also if it's meant to cull, why have stacking crit weakness on it?

everything else: looks cool, sounds cool, satisfying animation, satisfying feel when it does kill. overall it just feels like it requires a lot of investment to build around, but also doesn't have a unique enough use/purpose/role to slot into other builds and feel useful. being a non-elemental, non-projectile, non-melee, non-attack ability seems like it limits its interactivity with the rest of the game a lot.
Last bumped on Oct 6, 2025, 3:42:30 PM
nice post well thought out

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