If I don't agree with someone, I just argue until we can come to an agreeable compromise (or at least find out what's wright or wrong).
Just ignore that 'w' I put in there...
jaythibodeau wrote:Dang it Forum, I was looking for a Phoenix Wright objection picture.
If I don't agree with someone, I just argue until we can come to an agreeable compromise (or at least find out what's wright or wrong).
Just ignore that 'w' I put in there...
Serious_Much wrote:jaythibodeau wrote:Dang it Forum, I was looking for a Phoenix Wright objection picture.
If I don't agree with someone, I just argue until we can come to an agreeable compromise (or at least find out what's wright or wrong).
Just ignore that 'w' I put in there...
Fine. We can finish this later.Serious_Much wrote:http://tinyurl.com/bw4ektp
Seriously though, how about we return the thread to it's original purpose
Acarnatia wrote:
I think the problem with sorcerers being easy to dodge is largely because they only have one method of attack-a narrow, long-range shot. If they had an attack with the same speed, hitbox and range of a fireball and/or force/emit force, then they would have much more versatility and viability.
As I before, the problem with having mana-refueling items is because the number of times when there is ninety-nine of them, that might as well be infinite which basically means infinite mana. Limit the number that can be held to ten (or whatever number) and the maximum mana limit actually becomes a limiter because it cannot be refueled almost endlessly.jaythibodeau wrote:
While doing that would allow for the choice of getting more uses out of a spell, it doesn't do too much other than that. In fact, it would somewhat make magic even more of a pain than it is now. Since mages would have to deal with restoring mana, and manage their usage of spells even more.
Not neccesarily, as you would sacrifice other bonuses for it.Acarnatia wrote:Having one item (such as a ring) that gives or boosts it is one thing. Having an entire (stackable) set that does it will be game-breaking.
Not all, any. Different things with different implications. You might be able to cast a spell 6 more times than now, but then you can't cast any others at allNybbles wrote:i would prefer a mana system where dumping points into a stat meant that i could get more castings of all the spells i know.
Fixable without mana. Allow any known spell to be attuned multiple times without additional work(probably with a limit of 2 or 3 slots, to prevent 45 casts of wog, as an example)Nybbles wrote:of course you would still need attunement slots, but you would need fewer of them because you not wasting slots on multiple copies of one spell … and i wouldn't have to waste several hours to beat the game multiple times so i can have enough copies of the one decent spell so i can cast it a useful number of times.
Part of the reason sorcery is so powerful is because its tough to hit with and requires a heavier investment to get optimum effectiveness out of. It takes 10 more stat points for the damage stat and between 7 and 16 points in att. The limited castings also makes it easier to balance individual spells as they are not connected (by a mana bar.) It also adds a heavier element of resourse management (spell casts) to compensate for the higher power that a regenerating mana bar would undermine.Nyybles wrote:this also opens up room for a variety of upgraded paths or tweaks to the existing ones. occult could add a stamina stealing quality or possibly a health stealing one (but not both), bring back crescent weapons but have it steal mana instead of regenerate it over time … and so on.
if mana isn't your thing and you feel that limited casting is the way to go, how would you feel about having a few basic spells that had unlimited castings? perhaps low damage, unscalable or whatever other limits on them but you could cast them as many times as you liked. though you'd still have to attune it to use it. if a soldier can stab you an unlimited number of times then why can't a sorcerer blast you an unlimitd number of times.
or perhaps i am looking at this all wrong and magic was never intended to be anything more than supplemental. to used in conjunction with melee and not just by itself.
EDIT: if nothing else is done, i think the power of sorcery should be tweaked, pyromancy feels right to me while many sorcery spells either feel OP because they OHKO pretty much everything or they are completely useless … and do we really need 4 versions of one spell and two versions of another? no we don't!
Serious_Much wrote:I propose a hybrid system, which I thought up a long time ago, so not sure if I'll remember all the ins and outs, but here goes:
I propose that there be a magic system that uses a mana bar, but there is NO WAY to recharge it. The main advantage of this is that the mana bar will be used by all spells, but means that you can use it all on a single spell- eg soul spear, or disperse it among slightly weaker spells to kill mobs, buff your weapon etc, but unlike the set casts system, it allows more freedom of use to adapt the spell set you have to the specific level you are trying to overcome.
However, items that increase the length of mana bar and the power of spells should be included also. This inclusion means that still pure casters can be more viable than they are now, but simply spamming and spicing isn't possible and you have to skillfully use the magic resources available to overcome the challenge.
I think that's all.. Like I said, I can't quite remember it fully
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