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SlothAlmighty
Seignar
Slarg232
wretchedsausage
chaos4ever181
Serious_Much
arshan272
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ErrJon6661
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    New Magic?

    hey its andres
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    Post by hey its andres Mon Apr 29, 2013 4:26 pm

    A turn around sunlight spear is hilarious lol! You cast and they run for the back stab, and then you turn around and they realize that you weren't locked...but it's too late twisted

    If anything magic of all kinds should have a unique tracking system. A lot of sorceries are useless without either melee, which leads to buffs, or pyro/faith.
    I think wind magic could also fix this because I imagine that it would fast and close-medium.
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    Post by ErrJon6661 Mon Apr 29, 2013 4:40 pm

    I'd like at least a aiming system for magic. Allowing you to aim magic bolts like a bow.
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    Post by Animaaal Mon Apr 29, 2013 4:41 pm

    dumbworm wrote:
    ErrJon6661 wrote:You have to aim it hahaha. Like I said you can look around the forums there's a lot of discussion about using magic effectively without lock on. A quick youtube search might yield some sort of tutorial. It just takes some practice.

    Thanks. You really bring me to an unknown dimension. You must be a pro, I guess?

    I guess he is??? I use the technique he stated with great success.

    I thought his statement was well informed and educational. You cant blame him for naturally assuming and bestowing knowledge that you might have needed to know.

    I say that because without being further descriptive, its hard for someone to know the extent of a poster's knowledge. I think he was just trying to be helpful, and you were a little condesending.

    Keep in mind the affliction of one's voice doesn't come through on the internet. For all we know, you could be pro.

    Also, I've made comments that read as condesending when that was never my intention.
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    Post by hey its andres Tue Apr 30, 2013 2:07 am

    No one seems to like the idea of WATER BENDING
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    Post by GreatLordNero Tue Apr 30, 2013 2:42 am

    hey its andres wrote:No one seems to like the idea of WATER BENDING


    I want a attack that when its landed surrounds the enemy's head in water, would be a great finisher
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    Post by raecor14 Tue Apr 30, 2013 3:14 am

    hey its andres wrote:No one seems to like the idea of WATER BENDING
    make that /frozen/ water and you've got yourself a deal/
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    Post by dumbworm Tue Apr 30, 2013 3:19 am

    Animaaal wrote:
    dumbworm wrote:
    ErrJon6661 wrote:You have to aim it hahaha. Like I said you can look around the forums there's a lot of discussion about using magic effectively without lock on. A quick youtube search might yield some sort of tutorial. It just takes some practice.

    Thanks. You really bring me to an unknown dimension. You must be a pro, I guess?

    I guess he is??? I use the technique he stated with great success.

    I thought his statement was well informed and educational. You cant blame him for naturally assuming and bestowing knowledge that you might have needed to know.

    I say that because without being further descriptive, its hard for someone to know the extent of a poster's knowledge. I think he was just trying to be helpful, and you were a little condesending.

    Keep in mind the affliction of one's voice doesn't come through on the internet. For all we know, you could be pro.

    Also, I've made comments that read as condesending when that was never my intention.

    That was not my intention, either. I would never look down on others no matter how good I am at playing DS
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    Post by dumbworm Tue Apr 30, 2013 3:27 am

    hey its andres wrote:No one seems to like the idea of WATER BENDING

    an amazing idea. And we can control water with the analog. What about Shapeshift magic?
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    Post by hey its andres Tue Apr 30, 2013 3:54 am

    From Dust anyone?
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    Post by WandererReece Tue Apr 30, 2013 11:26 am

    GreatLordNero wrote:I want a attack that when its landed surrounds the enemy's head in water, would be a great finisher

    That made me think of swirlies. lol!
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    Post by hey its andres Thu May 02, 2013 4:30 am

    Screw this I want Dark Bubbles
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    Post by Glutebrah Fri May 03, 2013 11:42 am

    Power of Glutebrah

    Casts: 100

    Instant cast spell, that shoots out 10 Crystal Soul Spears that in an AOE around the caster and each Crystal Soul Spear has a TWOP aura. and Homing Crystal Soul Mass that fires off at any enemy that gets caught in the TWOP. Each Homing Crystal Soul Mass that lands on targets explods into a Wrath of God explosion that inflicts instant Toxic status to everyone it hits.
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    Post by arshan272 Sun May 12, 2013 8:50 pm

    First things first: NO MORE NEW CATALYSTS. If I have to fortify fifty different kinds of casting mediums to cast fifty different broken spells, I will snap dark souls 2 in half (the disk, and the computer it's on).

    Second: I have this sort of pipe dream where each of the three and ONLY THREE magic styles have so much variety that they fill out all the possible roles in their own archetypal way. I feel like each magic type manipulates a kind of energy, with Miracles manipulating kinetic and electrical energy, Sorcery controlling chromatic and electromagnetic energy( this being souls), and Pyromancy controlling thermal and chemical energy. It is through this that I think the magic types are to be sorted.

    Third: I will now sort the ideas I have seen into each magic.

    Miracles: Support, Support, and more support. Lots of offense, but the offense doesn't deal nearly as much damage and instead offers plenty o' support. Necromancy and Lightning will be the main offensive roles this style embodies.

    Sorcery (Soul-sell-y): The ultra mega super hybrid, with a bunch of mini-families of spells that do different things (damage, SUPPORT, aoe, stealth). Souls, crystals , darkness, fire? (Izalith), and light. Lots of light.

    Pyromancy: This is gonna be a doozy

    I like the idea that this is the stat-less magic, the poor man's way of fighting back the arrogant nobles and corrupt priesthood. But it needs to cost more and be MORE POWERFUL. I view this as the scientific-y magic, messing around with your molecules to turn you into an iron bulwark, so I think ice and wind magic should be some of the sub-types.

    Ice needs to be less like the fairy ice magic from other games and more like hard science type stuff (no glitter, just cold). So more instantaneous effects because cold is the absence of heat and cannot be hurled into a magical sphere and thrown. An aoe sub-zero spell that slows everyone down and reduces the potency of fire comes to mind.

    Wind is probably going to be abused, so it either has to be slow or cast-intensive. Bad lag? Lets make your opponent suffer for abusing your poverty by knocking him around with a wind storm (At this point I hope they add collision damage into the game). Also, most wind magic will deal a mixture of physical and magical damage.


    FOUR: Pure magic must become a viable alternative. It was in Demon's, it was too weak to be in Dark. Thanks to the great Arcanatia for this scenario

    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.


    Finally, FIVE: The Souls series needs a cross-hair and a well oriented third-person camera so that we can aim our magic ourselves instead of relying on a lock on and homing. Needing a lock-on all the time gives birth to spells like Pursuers, and we all know how that turned out.
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    Post by Animaaal Sun May 12, 2013 9:19 pm

    @arshan272

    First off all, imaginary +1! cheers
    Finicky forum tells me I cant vote anymore today... sad

    There's only a couple comments and one question.

    COMMENT: Regarding multiple catalysts. If they had something similar to the Talisman of Beasts from Demon's Souls or more equipment slots, it wouldn't be an issue. I dont really think its bad now either.

    The biggest problem I ever had with my pure caster was casting combos with this (what feels like) generic attunement system.

    COMMENT: Completely on board with the miracle=support, sorcery=mix, pyro=science thing. Nicely put.

    QUESTION: RE: "FOUR: Pure magic...." You reference it to Demon's Souls and the viability of it in comparison to Dark Souls....do you mean pure magic was easier in Demon's because of mana?

    Reason I ask is because the "magic" in Dark Souls is much more pvp viable than it was in Demon's Souls, and vise-versa from a pve perspective.

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    Post by Dibsville Sun May 12, 2013 9:20 pm

    I want to see a magic that one hit KO's you and is undodgable and has infinite casts and a cast time of 0.01 seconds.
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    Post by Serious_Much Sun May 12, 2013 9:31 pm

    Ice magic.

    pyro using up End

    Sorceries that go in more than just a straight line

    Dark magic to be separate and to be physical/magic damage hybrid
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    Post by hey its andres Sun May 12, 2013 9:38 pm

    Well in that case Dark Magic would be Kinetics, Pyromancy would be thermal, Miracles would be chemical (flow of electrons, conversion of one substance into another), and typical Sorcerry would be radiant involving the manipulation of electromagnetic waves (souls).
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    Post by Serious_Much Sun May 12, 2013 9:48 pm

    To you guys speculating on the way magics are:

    https://soulswiki.forumotion.com/t3556-magical-theory-201

    Anyways, you need to look at the descriptions in game of items and spells, some of your wild theories are way off the mark (chemical energy, really?). Guys, it's not meant to be real- it's meant to be supernatural, stop trying to naturalise it.
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    Post by hey its andres Sun May 12, 2013 9:54 pm

    Well like I said, most of this is just for fun and definitely has to do with the fact that I feel burnt out from chemistry homework and I still have like 40min of it :face:

    It's also fun to justify things that were not meant to be justified.

    Like I said, I'm sure that DkSII magic will be very similar to DkSI and the only things I think will change a lot will be Dark Magic and Pyromancy.
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    Post by Animaaal Sun May 12, 2013 9:57 pm

    science = alchemy?
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    Post by Serious_Much Sun May 12, 2013 10:03 pm

    Animaaal wrote:science = alchemy?

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    Post by hey its andres Sun May 12, 2013 10:52 pm

    Serious much be too serious Prostration
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    Post by chaos4ever181 Tue May 14, 2013 9:31 pm

    dixego wrote:More attack miracles!
    A pyromancy buff like CMW and Sunlight/Darkmoon Blade!
    More dark magic like Dark Bead/Dark Orb/Pursuers!
    More colors in spells other than blue!

    Wouldn't mind seeing more buffs or some of the old ones coming black like the Sunlight Blade or Crystal Magic Weapon. I would love to see how a Dark Magic buff would work in DSII.
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    Post by raecor14 Wed May 15, 2013 12:26 am

    cryomancy spells
    1. icy armor takes away armor for icy armor, no wight but also has no defense, 55 poise. 3 casts
    2. ice bolts, like fire spray but ice damage, 100 casts
    3 flash freeze, like wog but less damage (about 75% of wog) and a bit faster 10 casts
    4 pyros bane, null all pyros within a small area, 5 casts
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    Post by sparkly-twinkly-lizard Wed May 15, 2013 1:04 am

    hex magic
    each spell costs health as the player must cut themselves to use blood as a catalyst. moves include things like self mutation buffs for physical defense/attack and blood projectiles (ala deadman wonderland anime) as well as as a spell that uses a slain redphantoms bloodstain to summon a skeleton beast.

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