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    Post by sparkly-twinkly-lizard Mon Dec 24, 2012 6:35 am

    make acid surge work the same as fire surge and deal very light physical damage.
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    Post by Shkar Tue Dec 25, 2012 4:11 am

    I don't really like the idea of "energomancy," but I won't rain on everyone's parades.

    Overall, I want more diversity, with slight revamps.

    Pyromancy should NOT be tied to Dexterity. Why level Strength weapons when Dex weapons are faster and give you free magic?

    If you have a magic "device" in both hands, each one should get their own spell selection slot. Same spells, but you can select different ones for each.

    Let Sorcery have a spell that, when "selected," makes your catalyst act as a sword or shield. If it's in your left hand, shield. If it's in your right, sword. Make them a Light shield and a small sword; or, make them scale based on Strength and Intelligence.

    More Aura effects, like TWoP. Give Pyromancy Fire Shroud, or Miracles Healing Mantle. Necromancy could have a version of Poison Mist that WOULDN'T absolutely suck.

    Give Miracle users a lightning version of Fire Surge.

    I wouldn't mind a version of Power Within that increased your weight capacity instead of your damage. As in, while active you fast/med roll all the way up to 100% (fat roll beyond that), but with constant health drain.
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    Post by aceluby Thu Dec 27, 2012 1:18 pm

    I think it would be awesome to be able to raise enemies once you kill them. Basically have a spell w/ something like 3 'casts' where an undead drains 1 cast, a skeleton drains 2-3 casts, a big skeleton drains 4, and a skeleton dog drains 5 casts. You'd get one of these spells at the beginning of the game, one somewhere in the middle, and one hidden one. If you did it right you'd be able to have an army of undead around you to fight your battles.

    Along the same lines you could do a forest hunter where you summon bears, trees, and other life giving animals as well.
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    Post by Slarg232 Thu Dec 27, 2012 2:55 pm

    I think we should keep the three we have, though we should have them branch out into different things:

    Sorcery: Magic and Stealth (As is)

    Pyromancy: Fire and Corruption (Poison, acid, Toxin)

    Miracles: Healing and Lightning (As is)

    Now, all of that is mostly what we have now, but expand upon them further; give Pyromancy a spell that has the same range as TWoP, twice the duration, but it deals damage equal to the Mag Adj of your Flame/10 (So a +5 Ascended deals 23 damage per second)

    Give us TRAP SPELLS. Like Runes from Skyrim, you place these on the ground. If an Invader comes to close to them, they blow up, dealing magic damage (Sorc), Toxin of 10/sec for 180 sec, and then healing for 700 health (Only if you step on it) (Miracles).

    Make Replenishment actually do something, or make it the starter spell. 600 health is not that much over time, and it has no scaling unless you use a ring slot for it.... Inversly, also make player induced poisons actually worth it; three damage per second is nothing, make it 8 at least...

    Give Pyromancy the Poison Weapon Buff.
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    Post by messremb Sat Jan 05, 2013 6:04 am

    Kinda skimmed through this thread, so don't know if what i'll say will be just repeating, but oh well!

    Like the idea of Necromancy, but nothing overpowered. A few cast of Raise Dead (gonna use generic names here just so ya know! hehe) perhaps, and only really affecting a certain area, as well as it being only enemies you have already dispatched, instead of specifically summoning ones from nothing. They would be more to get into your opponents way, instead of actually being able to kill him outright. Still, would give you enough time to do your thing in counterattack. Maybe an Entrophy spell as well, which would allow you to recover health from slain enemies, nothing insane, maybe 10% of there overall health could be funneled into yours. 5 dead Hollow could net you a free heal or two though, which is not unreasonable at all IMO.

    I like the Pinwheel type Illusion spell someone mentioned on here as well. Have it so they don't disappear until you are struck, but they can "attack" as well. Not actually do any damage, but still having an illusion shoot a soul arrow, for example, at your opponent would be a good tactic, as they would be dodging the "attack" (not knowing whether it was you or not obviously) and allow you to do your thing. Would definitely help players in 3v1 for one.

    I want some earth type magics as well. Maybe a nice little Quake/Tremor attack, that can be utilized much like Force or WDB (in style like WDB). Make it so it doesn't do any damage, but knocks them off-balnce no matter what (doesn't have to knock you down though). Maybe a spell that could work with with vines, provided you are in an area with vines of course, allowing them to try and slow an opponent down in a certain vicinity. And some runes as well. Nothing crazy, Thinking a spell similair to the Ivory Tower wotch in 3-1, with those green shock runic things that she did if you messed up and got out into the open too much. Make it maybe a casting similar to Firestorm as a random area sort of thing?

    Anyways, i'm done. Like all that we have so far in DkS for the most part, but more variety can't hurt, eh?
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    Post by Saturday-Saint Sat Jan 05, 2013 6:16 am

    I would appreciate if in Dark Souls II, they just took out magic.
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    Post by Hue Sat Jan 05, 2013 7:40 am

    A dark magic spell that allows you to move like Artorias.
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    Post by hageshisa Sat Jan 05, 2013 9:32 am

    First of I'd like to say that I just got started with DeS and I really like that they have "Magic" and "Intelligens" as stats. I like that if I want to boost mag-def I can put points to int and if I want more power I can put stats to Mag. Though, its kinda nice with one stat to cover it, but I like that faith-users can level up Int aswell.

    As for new spells I only have one idea so far and that's for sorcery. Think of the Gravelord miracle, but with crystals coming up from the ground. Don't need to be just like it, but just visualize it :3
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    Post by arshan272 Sun Jan 06, 2013 4:49 pm

    I think that magic should be an alternative to melee,like in Demon's Souls, except in a way that makes it unabusable. I'm sick and tired of making hybrids.

    As for a suggestion I'd like to make . . .Summoning! Specifically Drakes and dragon-ish monsters. For the catalyst, perhaps an orb? a dragon eye? they were made of stone, so are their eyes also stone or gemstone? So the player could be a disciple of some dragon, use this orb to summon drakes and use dragon-like spells, such as the kind you get from the Dragon of Ash Lake.

    I'd also like to see more variation in the current spells. Perhaps two to three trees for each type.

    Sorcery could have the Vinheim School type spells (Soul Arrows, Crystal, Etc.), the Oolacile Spells (Light and Abyss Sorcery), and the Flame Sorcery of Izalith (Essentially like the fire magic from Demon's Souls).

    Pyromancy could have Great Swamp Pyromancy (Non-Chaos, with more Carmina-esque spells), and Chaos Pyromancy (Lava, Demons, and the like).

    As for Miracles, there could be a Miracle mini-branch for every major God (More Velka Please).

    If I could contribute to the Lighting Magic, you could have the history have something to do with the Smith God and his lightning throwing titanite demons. The catalyst could just be a tiny version of the titanite catch-pole, with the variants just having pretty ornaments on them.

    Thoughts?


    Last edited by arshan272 on Sun Jan 06, 2013 9:38 pm; edited 2 times in total (Reason for editing : spelling. Sorry about that.)
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    Post by Acarnatia Sun Jan 06, 2013 7:20 pm

    No to everything in the above post. Sorcery is related to Seath, not dragons as a whole. Furthermore, dragon's are a small, extremely strong part of the Souls series; reducing them to that will make them lose their awe-inspiring presence. As far as spells of various sorts go, I think the different categories are good; there just aren't enough spells for each theme.
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    Post by arshan272 Sun Jan 06, 2013 7:29 pm

    Acarnatia wrote:No to everything in the above post. Sorcery is related to Seath, not dragons as a whole. Furthermore, dragon's are a small, extremely strong part of the Souls series; reducing them to that will make them lose their awe-inspiring presence. As far as spells of various sorts go, I think the different categories are good; there just aren't enough spells for each theme.

    I was hoping that the Devs would make each tree viable by adding unique spells for each. I also meant for drakes to be summoned, not dragons, as drakes are the stupider, less valuable underlings of dragons. And the new magic style I propose is meant to be the magic of dragon's, with no relation to Seath (he can invent new sorceries, drive people to madness, and kidnap women in peace).

    I agree with you that popping a "Summon Hellkite II" would just reduce the terrifying beast to a faceless mob, and that should never happen.

    You said "no to everything", yet you did not provide your answer to everything. What about making a pure caster build a viable alternative to melee? I'd like some thoughts on that.
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    Post by hageshisa Sun Jan 06, 2013 8:46 pm

    Then we should also make it easier for pure melee builds to deal with range...........
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    Post by arshan272 Sun Jan 06, 2013 9:32 pm

    Viable or not, magic was just as unbeatable for melee classes in Dark as it was in Demon's. I don't think that's going to change. Any ideas on how it could, though?
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    Post by Acarnatia Sun Jan 06, 2013 10:34 pm

    Casters generally are stronger than melee characters. Anyways, in order to balance melee specialists, magic specialists and hybrids;
    1: Have viable weapons require higher parameters to be effective so that melee classes will need high parameters to deal good damage to to survive significant damage, weakening hybrids
    2: Increase the effectiveness of armor, making characters with heavy armor more playable
    3: Add a parameter requirement for armor. For example, a melee character will be required to have a certain strength or other parameter to use a heavy piece of armor with high poise, meaning a hybrid can only use weak/light armor.
    4: Add a wider variety of spells, especially ones that don't directly deal damage, including summoning, controlling enemies, illusion, self-buffs, others-buffs, others-debuffs, traps, temporary weapons and/or armor, and fast, short-range spells
    5: Require higher parameters for spells or have them deal lower damage at the minimum parameters requirements. This will, again, weaken hybrids, thus making dedicated mages more valuable
    6: Have characters be able to still move while blocking. (at least if they have a high enough stability relative to the attack or spell) This will help make it more reasonable for a melee character to catch a caster and/or archer
    7: Increase arrow damage
    8: Enable archers to still move (perhaps slowly) while shooting, though not while aiming zoomed in
    9: Add a nonmagical weapon upgrade path that can rival with magical or buffed weapons. This will enable true non-magic builds and add some variety from elemental and buffed weapons.
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    Post by arshan272 Sun Jan 06, 2013 11:52 pm

    Acarnatia wrote:Casters generally are stronger than melee characters. Anyways, in order to balance melee specialists, magic specialists and hybrids;
    1: Have viable weapons require higher parameters to be effective so that melee classes will need high parameters to deal good damage to to survive significant damage, weakening hybrids
    2: Increase the effectiveness of armor, making characters with heavy armor more playable
    3: Add a parameter requirement for armor. For example, a melee character will be required to have a certain strength or other parameter to use a heavy piece of armor with high poise, meaning a hybrid can only use weak/light armor.
    4: Add a wider variety of spells, especially ones that don't directly deal damage, including summoning, controlling enemies, illusion, self-buffs, others-buffs, others-debuffs, traps, temporary weapons and/or armor, and fast, short-range spells
    5: Require higher parameters for spells or have them deal lower damage at the minimum parameters requirements. This will, again, weaken hybrids, thus making dedicated mages more valuable
    6: Have characters be able to still move while blocking. (at least if they have a high enough stability relative to the attack or spell) This will help make it more reasonable for a melee character to catch a caster and/or archer
    7: Increase arrow damage
    8: Enable archers to still move (perhaps slowly) while shooting, though not while aiming zoomed in
    9: Add a nonmagical weapon upgrade path that can rival with magical or buffed weapons. This will enable true non-magic builds and add some variety from elemental and buffed weapons.

    You are magnificent! I would never have thought of all this, but now my hopes are that much more foreseeable! Despite the fact that it may not even matter, as devs rarely take the rabble's words into account, I thank you for coming up with all of this.
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    Post by arshan272 Sun Jan 06, 2013 11:59 pm

    As an idea, I've sort of fleshed out my magic style.

    Rituals
    Basics
    • Spells are called Rituals ( I Need a better single word name)
      Used by Sages or Summoners
      Bestowed upon them by the Everlasting Dragon(s)
      Summons drakes (NOT DRAGONS)
      Uses Draconic attacks
      Good if you want to deal damage at close range and summon draconic minions
      Weapon Buffs (if any) deal Increased physical or magic damage (Darkmoon blade is proof that it can exist outside of sorcery)
      Self or Minion buffs increase the resilience of the target instead of healing (Increase to Phys. Defense, Health, etc.)
      Catalyst is an Orb, possibly a dragon's eye

    History

    Magic Bestowed upon humans by the Everlasting Dragon of Ash Lake after the beginning of the age of Dark. The dragon was given enough scales to restore the old magic of the dragons, used to raise armies of drake underlings and empower the dragons during the war. Once originating from the primordial crystal and sustained by the collective dragons, the magic, along with the dragons' immortality was lost when Seath pillaged it. Seath was only one dragon, and could not sustain the old magic by himself. Instead, he condemned it to obscurity, and went on to pursue his own true immortality.
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    Post by ChizFreak Mon Jan 07, 2013 12:45 am

    This is my idea:

    https://soulswiki.forumotion.com/t16576-necromancy-and-path-of-the-dead-covenant-ultra-depth-idea

    It's so long I created it's own thread, go check it out.

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