magic revamping idea

FER

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This idea would work if they have to redo all the spells system

The game should also change the elements into this ones:

-fire
-water
-wind
-ice
-earth
-lighting
-light
-dark

Now onto the spell system:

instead of getting scrolls and tomes, you acutally learn new spells when leveling that elements level. Also there would be mixed elemental spells that you can get by having certain level in those two spell levels and a given player level.

Of course all of this is not flawless, its just an idea i had in my blank out moment

I would like to hear different ideas and opinion and if possible the Devs official idea to revamp spells

And please forgive mi bad english :p
 

Blaze

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something like...
1 spell you get for each of those elements... making 8 spells.. then, as you level up a certain element you start getting "Charges" which is a different spell... for example

lvl 1 Fire Bolt
lvl 5 Fire Charge 1: Flamethrower
lvl 10 Fire Charge 2: Fire storm
.ect

that way it stays 8 spells and uses charges to simulate another spell...
something like that might work?
 

FER

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HEY thats a really great idea :D

Something like Tales of simphonya, where stronger spells take longer casting time.

Great idea blaze :D
 

Blaze

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why thank you, i kinda do feel the magic system is a bit weird ATM, doing something similar to what i said would remove a few items, would make it more fun to bring up spells a bit more too
 

FER

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And only tomes should remain (changed to "insert element here" tome), one for each element, to activate their corresponding spell tree (having all starter spells from the beginning would be kinda cheap)
 

Thothie

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Blaze said:
something like...
1 spell you get for each of those elements... making 8 spells.. then, as you level up a certain element you start getting "Charges" which is a different spell... for example

lvl 1 Fire Bolt
lvl 5 Fire Charge 1: Flamethrower
lvl 10 Fire Charge 2: Fire storm
.ect

that way it stays 8 spells and uses charges to simulate another spell...
something like that might work?

That bit there is almost a doable idea, except for the following issues
1) Charging takes time, meaning none of the high end spells can sustained or such, like Chain Lightning, Lightning Storm, heal etc. Spells would be less dynamic as they'd all have to be one-shotters.

2) There a can only be 4 charging levels

3) Remvoves the need to find spells, which makes leveling magic v. easy (would have to nerf it to hell)

4) V. hard to control what spell you cast... And what happens if you can't dbl click due to lag? (I've yet to be able to rig a workaround for this)
 

HumanSteak

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I think adding spells special stuff as you level up would also make it more interesting.
For example :
-Every 4 levels of fire, fire dart shoots one more dart. Level 1-4 1 dart, 1-8 2 darts etc. It shoots them all at once with a slight spread just like keledros does.

-Same with frostbolt, but shoots them in a quick succession machine gun style instead of a shotgun style like firedart.

-Erratic lightning does about 1 hit every seconds. Every 6 levels it could add one strike so at higher levels it really feels like an electrocution from above!

-Chain lightning sucks and should hit much faster. I wonder if its possible to hold it instead of cast by cast. This way it would deal faster damage so it feels like a real electrocution again.

If it is possible to make, these suggestions would make every spells useful and there would be much more fun at leveling magic instead of casting same old spell over and over again while only noticing a slight increase in damage...
 

Thothie

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- Chain lightning sucks and should hit much faster. I wonder if its possible to hold it instead of cast by cast. This way it would deal faster damage so it feels like a real electrocution again.

Eh, you can hold it, and it's pretty damn devistating, if yer lightning is high enough.

Can't do multiple projectiles for players due to the way the thing passes weapon projectile types. I'd have to create a temp NPC that did it, then the XP passing issues crop up. Even if I did work something out, I'd rather you look for it as a seperate spell, as auto-leveling spells just makes the magic level too quickly.
 

Blasto121

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I like the current magic system, I rather enjoy the scrolls and going out and finding them.

However I would like to see charge up magic attacks, however nothing to fancy and all charge up attacks would be designed to be a power punch to one target compared to most spells splash damage.

IE:
acid bolt -charged-> acidic spear (does a touch more damage)
fire dart -charged-> fireball (shoots a fireball like if you had the fireball spell)
fireball -charged-> flare (nothing shoots out target just catches fire burning for a long time)

I have a whole list of charged attacks for the spells, but thats good enough.

of course there would be a level cap according to the school of magic, these kind of charges would happen much in the same fashion of martial arts stun ability. So I figure each school of magic would require at least level 25 in that category before you can perform said charged move.

Granted magic would still have to be nerfed a little to offset the ramp in damage when you reach that level, but it makes it all that more gratifying when you do reach that ability.
 

FER

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If it was possible to make the second mouse button charge the spell and the first one sustain it the all this would work for a more solid idea
 

The Man In Black

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I'm pretty sure it's "possible", but then you wouldn't be able to use what's in your other hand ;-)
 

Thothie

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Spellz are two handed anyways - but it is currently not possible.
 

Tentadrilus

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I think there should be a Potion of Arcane Transmution (pulling names out of a hat FTW) that should randomly double the power of one spell you have learned, so if that spell happens to be Fire Dart, it becomes Dart of Arcane Fire or something along those lines. Then along comes a really expensive spell that does the same thing.
 

kray1091

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Im actually going to have to disagree. Im pretty happy with the system now. :)
 

FER

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spells are going to get nerfed anyway, so new spells can be implemented without being uber strong, (latest spells are quite strong)
 
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