



Mystic Impressions
Won twice on Mystic over the past few days, with a dozen or so splats in between. I know people may be getting a bit tired of this topic, so I'll try to keep it short.
Positives
- Entirely unique. Wuxing/Feng Shui inspiration fits the positional gameplay and looks cool.
- Jade Form and Dragon Vines are fun and feel great once online.
- Everything being a guaranteed hit is neat, iirc.
Negatives
- Weak, scrambly early game. You'll appreciate any decent weapon, wand, level 1 spell, or racial ability.
- A bit frail, with no real panic button.
- Struggles against enemies that shrug off multiple small hits, like death yaks.
- Crystal behaviour can have some unexpected side effects.
- Water restrictions are annoying.
Kit
- Frozen Spikes: Weakest part of the kit. Mostly exists to trigger Vision Talisman before you replace it.
- Vision Talisman: A bit weak. I'd consider better scaling, a Frozen Spikes buff, or removing the -10% HP penalty. Pickups spawning over inaccessible deep water also feels bad.
- Sirocco: It's alright. The restrictions are intentionally conservative, but I don't know how to loosen them without making the spell broken.
- Dragon Vines: I've warmed up to it. Good, especially with spell procs. Almost a DCSS take on ToME4's Anorithil, lol. Water restrictions are my main gripe.
- Jade Form: Fun and good. The cloak restriction feels somewhat arbitrary, though I like the consistency of all three magic-oriented talismans restricting the head slot. I have no strong feelings about the Captain Planet minigame.
I don't think Shapeshifting investment necessarily needs a follow-up, though Hive Form feels like a natural one. Another option could be nice, but I don't want to start yet another Shapeshifting discussion.