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Hi, all.
so i've noticed a lot of complaining about mostly projectile spells such as fireball, lightning bolt... not really doing too much damage. What would you guys say to being able to use the spells, magic bolt / fireball / etc as one or possibly more of your attacks, in lieu of a weapon?
For example, someone with second attack and dual wield skill might select fireball, lightning, and a sword as their attack types. We would have a scenario like this:
Your fireball hits Whisp.
Your lightning bolt hits Whisp.
Your slash hits Whisp.
Or perhaps you could have it do 4 fireballs, etc.
This might also free up <held> slots for mage casters, such that they could hold an item or maybe wield some sort of staff or wand which might not be physically damaging but somehow enhances cast ability.
You would of course be able to still cast projectile spells without making them your combat attacks with standard syntax.
Obviously the damage would still have to be adjusted well. If your level 120 magic bolt does 20 damage and your level 120 axe does 400, you won't make much use of this feature, so we'll still have to adjust that.
This would make the mage much more versatile in his fighting as he would mix attacks to suit the combatant (fireballs against creatures in frozen lands, etc). It would also permit him to mix and match a variety of damages in one combat round at the cost of expending mana quickly.
[b]Possible fixes:[/b] many underused mage spells (because they suck) would be fixed. Much more versatility will be allowed in fighting. Mana will be more utilized, leading to less stalemate type fights where people just keep healing back up.
[b]Possible repercussions:[/b] might make mages too powerful. Use of mana may make it not worth it, so we'll have to tweak this carefully. If we implement the several-class system I have been talking about in another post (where you can have, say, up to 3 mage subclasses), we will have to take skills into account to have mages not overpowered.
Keep in mind this is all in parallel to the problems we're working out regarding PK as well as my new mail system, etc, that is coming in with the changes. I would like to get some feedback from anyone on this idea which i thought of to do with the mage spells... critiques, comments, goods/bads, anyone?
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I think that this is an amazing idea. It will utilize the attack spells that nobody does, make those with high mana more potent (since nobody currentyl runs out), and just kick ass in general.
The only problem I see with this is that if soemone takes multiple mage classes, alot of these spells overlap. This means that if you take 1 mage class or 3 you can still pretty much cast all of these. Maybe introduce some spells/skills that are synergistic.
By this I mean a person who takes 3 mage classes will be a much better caster and a person who takes 3 fighter classes a better warrior. Maybe have it so that you can only get access to some spells/skills if you have multiple classes. Say for example you go wizard and then you go sorceror. You would get the spells/skills for each class, plus bonus spells/skills for being both a wizard and a sorceror. There would also be necro/wiz and necro/sorc specific spells, and if you go all three the synergy spells will be even more powerful.
The same would go for warriors gaining special attack/defense to show mastery over combat, rogues synergys for sneaking/stelaing/assasination, and so on. If you then throw in synergys for remort classes the combos could be endless. Just think of the bonus synergy spell/skill they would have to create for having 6 of the same class.
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I am not particularly fond of it, if it is going to be used in conjunction with being able to change subclasses to having all three of one class. If someone were to go three mage classes and a fighter, at most, they should be doing 3 hits. Normal, haste and second attack. They shouldn't have enough training to get third, fourth or dual. So this sort of scenario would screw the mage if a spell were used for their attack. They would need all three attacks, plus their cast, to be competitive. Unless you want to add in skill that could boost the amount of hits a spell can do, or increases mana and damage, and magical enhanced damage.
So, first off:
X wants to use fireball and has the skill sorcery, or whatever it is going to be called. In the three hits, all three fireballs land. Sorcery check says that two of the three hits are successful, so instead of the three hits, five now land with maybe an echo of: X's command of the arcane manifests as their spell splits in two. Something like that. This way they can have up to 6 attacks. Being that these are projectile spells, though, add in a chance to dodge for all, if a spellcaster, parry, acrobatics and shield block. I say parry only for a spellcaster because they will still need an edge in combat with said system. Warriors lose a minimal amount of stamina in fights, while casters will be losing ten times that amount casting spells..
The second:
Give an auto command, let's go with sorcery again, and have it adjust the mana and damage output done. So, someone who went the three mage classes find that they are coming across someone who is resistant to magic. To do enough damage to be effective, they do a sorcery 5, which would increase the damage 50%, but would cost 100% in mana due to the strain. (1 could be 10% damage, 20% cost, 2 20%, 40% cost, etc)
And a magical enhanced damage because as a spellcaster levels and uses their spells, they become more focused and better able to form harder hitting spells than their initiate counterparts.
Also, maybe add in a skill that uses meditation that reduces the amount of base mana used. Nothing extreme, just a slight adjustment to it. Trance or spell mastery or something. Every 10%, the mana used could drop something like 1%. At mastery, base would drop 10%, rounded up. It might not be much, but longer battles would prove that the saved mana is well worth it.
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I'm too tempted. I think I'll put in a magical attack, and magical defense skill to overlay the ones we currently have. The magical attack would be executed after your combat rounds…. the defense after you are finished taking hits. Of course care would have to be used to make sure you don't waste too much mana on either... so I dont think sticking it in alone would make it useless. But I'll add it and see how it goes, we'll adjust it if necesarry 8-)
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Well i am for the holding a staff or a book to increase magical abilities. But i can see where the books can be over powered. So for an example making books that have different boosts… for example.
Book of elements, reduce fire, lightning, frost, earth, wind, etc, by 1/3
A healing book that affects heal spells by 1/3
Some books that make all spells stronger, some that reduce any spell by 1/6 or something like that to make it balanced out.
Also making some really strong books but it takes 2 hands to hold, making the dual wield or shield block worthless, but the spell time 1/2, so to not seem so powerful. This would make power creatures like titans and minotars work for kills on weaker races like liches etc, and would also make some new and interesting quests. This is only a suggestion though, and i am sure it will take a long time to create, and create many bugs, but could make the game more interesting for smaller characters. Balder