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Overdrives of the Old DkS spells
arshan272- Regular
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- Post n°1
Overdrives of the Old DkS spells
Because of the new spell mechanic, any spell now has two versions. The normal version of the spell is cast with the light attack (R1/Right Button/Left Click), while an extremely powerful and/or altered version, an overdrive, is cast with the heavy attack (R2/Right Trigger/Right Click). Hopefully, we'll be getting an entirely new 'cast' of spells, but how about we come up with what the overdrives would be for existing spells and miracles. An encouragement of some minor creativity.
GO MY MONKEYS! GO!
GO MY MONKEYS! GO!
Dibsville- Abyss Dweller
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- Post n°2
Re: Overdrives of the Old DkS spells
-Crystal Soul Spear becomes the same size as Dark Orb, so it has a huge hitbox
-Homing Soul/Crystal Soul Mass gets giant balls that do more damage
-Chameleon makes you look like the objects in the area instead of the normal different hue
-Wrath of the Gods goes back to being the Demon's Souls God's Wrath
-Heal gives you a few seconds of invulnerability
-Homing Soul/Crystal Soul Mass gets giant balls that do more damage
-Chameleon makes you look like the objects in the area instead of the normal different hue
-Wrath of the Gods goes back to being the Demon's Souls God's Wrath
-Heal gives you a few seconds of invulnerability
Hue- Insomniac
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- Post n°3
Re: Overdrives of the Old DkS spells
Dibsville wrote:-Crystal Soul Spear becomes the same size as Dark Orb, so it has a huge hitbox
-Homing Soul/Crystal Soul Mass gets giant balls that do more damage
-Chameleon makes you look like the objects in the area instead of the normal different HUE
-Wrath of the Gods goes back to being the Demon's Souls God's Wrath
-Heal gives you a few seconds of invulnerability
I can't possibly imagine what woula dark orb and dark bead be like.
Or chaos pyromancies/gravelord dance.
EDIT: you mean dark orb doesn't normally home in?
Last edited by Hue on Thu Jul 04, 2013 9:37 pm; edited 1 time in total
Dibsville- Abyss Dweller
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- Post n°4
Re: Overdrives of the Old DkS spells
On that note:
-Dark Orb homes in to the enemy instead of going in a straight line
-Dark Bead has beads go 360° around the caster (Think WoG, but with Beads)
-Dark Orb homes in to the enemy instead of going in a straight line
-Dark Bead has beads go 360° around the caster (Think WoG, but with Beads)
arshan272- Regular
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- Post n°5
Re: Overdrives of the Old DkS spells
Terrifying and brokenesque. As magic should be! Continue!!!
StiffNipples- Obsessed
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- Post n°6
Re: Overdrives of the Old DkS spells
- Dark Orb gets damage that justifies it's massive cast time
- Dark Bead turns into a rain of Dark Beads projecting outwards in front of the caster in a similar range and arc to what it currently is (like what Manus casts)
- Dark Bead turns into a rain of Dark Beads projecting outwards in front of the caster in a similar range and arc to what it currently is (like what Manus casts)
Hue- Insomniac
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- Post n°7
Re: Overdrives of the Old DkS spells
StiffNipples wrote:- Dark Bead turns into a rain of Dark Beads projecting outwards in front of the caster in a similar range and arc to what it currently is (like what Manus casts)
No, just.....no
I've been killed by that enough times already
Dibsville- Abyss Dweller
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- Post n°8
Re: Overdrives of the Old DkS spells
Other than Pursuers, which is made to home in, none of the Dark Sorceries home in to people.
sparkly-twinkly-lizard- Compulsory Poster
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- Post n°9
Re: Overdrives of the Old DkS spells
great Heavy soul arrow stays active longer in flight and gains better tracking (homing missile!)
Dark fog inflicts both poison and toxic at the same time.
Emit force gains 200% explosion range on detonation, minor damage boost.
Gravelord greatsword dance makes the swords pop up under a targeted creature instead of around the caster.
Dark fog inflicts both poison and toxic at the same time.
Emit force gains 200% explosion range on detonation, minor damage boost.
Gravelord greatsword dance makes the swords pop up under a targeted creature instead of around the caster.
Encore- Chosen Undead
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- Post n°10
My ideas for all the spells.
- Miracles:
- Miracles:
Heal: Replaced by a stronger heal and a effect similar to replenishment.
Great Heal Excerpt: An effect of force the instant cast button is pressed, allowing for full heal.
Great Heal: Full heal and a weaker Wrath of Gods effect.
Bountiful Sunlight: Increased area of effect, and a strong replenishment effect.
Soothing Sunlight: Increased area of effect and full heal.
Replenishment: A strong replenishment effect and invulnerability the last five seconds.
Force: Longer range and stronger stun.
Wrath of the Gods: Higher damage and a 1.5 seconds of invulnerability after casting.
Emit Force: Increased explosion and strong poise breaking.
Magic Barrier: Stronger defense against magic damage and damage enemies in close vicinity to you.
Great Magic Barrier: Stronger magic defense, higher damage for people in close vicinity and reflecting back spells for half of their original damage.
Lightning Spear: Higher damage and faster movement.
Great Lightning Spear: Higher damage, faster movement and damage armor.
Sunlight Spear: Higher damage, faster movement, damage armor and full stun.
Gravelord Sword Dance: Increased area of effect, damage and adds toxin effect.
Gravelord Greatsword Dance: Increased area of effect, damage and adds toxin effect.
Karmic Justice: Less hits required and increased area and damage.
Vow of Silence: Lasts longer and affects a larger area.
Tranquil Walk of Peace: Lasts longer, affects a larger area and slows down attacks by 50 %.
Sunlight Blade: Higher damage and last longer, and ignores 50 percent of all defenses.
Homeward: No effect
Seek guidance: Larger area of effect and lasts longer.
Darkmoon Blade: Higher damage and last longer, lightning arch between enemies.
- Sorceries:
- Sorcery:
Soul Arrow:Higher damage.
Great Soul Arrow: Higher damage.
Heavy Soul Arrow: Casts a spread of three arrows.
Great Heavy Soul Arrow: Casts a spread of three arrows.
Soul Spear: Casts 2 homing spears.
Crystal Soul Spear: Casts 2 homing spears.
White Dragon Breath: Longer reach, higher damage and a slow curse auxiliary effect
Homing Soul Mass: More damage and faster movement.
Crystal Homing Soul Mass: More damage and faster movement.
Magic Shield: Stronger defense against magic damage and damages enemies on block
Strong Magic Shield: Complete defense against magic damage and damages enemies on block.
Magic Weapon: Increases damage, time it lasts and increases reach. (Effect shown, the weapon get an ephemeral outline of the new range)
Great Magic Weapon: Increases damage, time it lasts and increases reach. (Effect shown, the weapon get an ephemeral outline of the new range)
Crystal Magic Weapon: Increases damage, time it lasts and increases reach. (Effect shown, the weapon get an crystalline outline of the new range)
Cast Light: Bigger lit area and lasts longer time.
Repair: Repairs everything and slightly reinforces the weapon for five minutes.
Hidden Body: Makes you completely invisible while standing still for more than ten seconds.
Hidden Weapon: Changes weapon to a different kind, with minor differences.
Chameleon: Makes you disguised as a greater range of things and with no differences.
Hush: Last longer
Fall control: Lasts longer and allows for longer falls.
Aural Decoy: Longer range and makes a broader range of sounds.
Resist Curse: Removes curse effect.
Remedy: Makes immune against toxin and poison effects for 1 minute.
Dark Orb: More poise damage, health damage and homes into foes.
Dark Bead: Larger and bigger spread, and minor homing.
Dark Mist: Lasts longer, is bigger and inflicts toxin.
Pursuers: Faster movement and more damage.
- Pyromancies:
- Pyromancies:
Fireball: Bigger explosion and increased damage
Fire Orb: Bigger explosion and increased damage
Great Fireball: Bigger explosion and increased damage
Great Chaos Fireball: Bigger explosion, increased damage, lava last longer and bigger area.
Combustion: Longer reach and higher damage.
Great Combustion: Longer reach and higher damage.
Black Flame: More poise damage, longer reach and higher damage.
Fire Whip: Longer reach and more damage.
Chaos Fire Whip: Longer reach, more damage and bigger spread of lava.
Firestorm: Larger area of effect, more damage and lasts longer.
Fire Tempest: Larger area of effect, more damage and lasts longer.
Chaos Storm: Larger area of effect, more damage and longer lasting lava.
Fire Surge: More damage and reach.
Acid surge: Bigger area of effect and more durability damage.
Poison Mist: Bigger area of effect, lasts longer and works quicker.
Toxic Mist: Bigger area of effect, lasts longer and works quicker.
Flash Sweat: More reduction of fire damage and lasts longer.
Iron Flesh: Increased defenses lasts longer, and less encumbrance.
Power within: Increased damage, lasts longer and less damage.
Undead Rapport: Increases the time the enemy is an ally and grants them stronger attacks and more health points.
Last edited by Teh Kitten´s Cat on Thu Jul 04, 2013 11:08 pm; edited 1 time in total (Reason for editing : Revised majority of it :P)
sparkly-twinkly-lizard- Compulsory Poster
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- Post n°11
Re: Overdrives of the Old DkS spells
faster casting is a no-no, cat, its already been stated that r2 spells are slowed down regardless of spell
Dibsville- Abyss Dweller
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- Post n°12
Re: Overdrives of the Old DkS spells
The point of the overdrive spells is that they have slower casting speeds but have extra effects.
Encore- Chosen Undead
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- Post n°13
Re: Overdrives of the Old DkS spells
Damn, I feel so embarrassed now .
Fixed it though, at least I think so.
Fixed it though, at least I think so.
StiffNipples- Obsessed
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- Post n°14
Re: Overdrives of the Old DkS spells
I think the best buff for Dark Magics would be to remove them from the game and replace them with the Moonlight Butterflies and Gwyndolins magics.
Very comprehensive Kitten's Cat, +1 to you.
Very comprehensive Kitten's Cat, +1 to you.
phastings- Addicted
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- Post n°15
Re: Overdrives of the Old DkS spells
Wrath of the gods R2 is a nuclear blast. Much larger AOE and casters health depletes faster than toxin as a result of radiation poisoning
Hue- Insomniac
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- Post n°16
Re: Overdrives of the Old DkS spells
Overdrive Dark Bead casts railgun projectiles and sound changes to dubstep.
ResIsBestStat- Hollowed
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- Post n°17
Re: Overdrives of the Old DkS spells
anceint pulse breaks the game
......
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......
......
WHAT?
It does exist in the game code....
......
......
......
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WHAT?
It does exist in the game code....
Dibsville- Abyss Dweller
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- Post n°18
Re: Overdrives of the Old DkS spells
Not really, you need to use a specific setup in order for it to be stronger than WoG...ResIsBestStat wrote:anceint pulse breaks the game
......
......
......
......
WHAT?
It does exist in the game code....
Myztyrio- Insomniac
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- Post n°19
Re: Overdrives of the Old DkS spells
I like Kitteh's list best, but I feel that everyone is making this too easy for casters.
Dibsville- Abyss Dweller
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- Post n°20
Re: Overdrives of the Old DkS spells
The point is that the overdrive spells take a long time to cast. It's not easy to cast an overdrived Soul Spear if it has the same casting speed as a Heavy Soul Arrow.Myztyrio wrote:I like Kitteh's list best, but I feel that everyone is making this too easy for casters.
Animaaal- Compulsory Poster
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- Post n°21
Re: Overdrives of the Old DkS spells
Hidden Body actually makes you hidden.
And I'd love it if the lightning spear miracles would let you do something like the Sanctuary Guardian does...that "rapid fire" thing.
And I'd love it if the lightning spear miracles would let you do something like the Sanctuary Guardian does...that "rapid fire" thing.
GaryBlevins- Casual
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- Post n°22
Re: Overdrives of the Old DkS spells
I love the idea of overdrive spells. However, it will have to be very, very carefully tunes to make sure that there is incentive to use both versions of the cast. IMO, to overdrive cast, the caster should both take a little longer (not horribly, but enough to be noticeable), and an extra casting should be used.
Soul Spear/ HSM: For each of these spells, I would have the crystal version be the overdrive cast. To cast either, it consumes as additional casting.
Heavy Soul Arrow would be the over drive of soul arrow, and the same for great soul arrow with great heavy soul arrow. Similarly, an additional casting is used to get the 'heavy' version of the spell.
Get rid of hidden body completely, but have the overdrive of chameleon make the caster completely invisible. casting time is irrelevent for this spell, but the same rules apply for breaking chameleon.
The same general trend that I have had going would also apply for the buff sorceries and magic shields.
White Dragon Breath: Overdrive cast is similar to the crystal effect of the crystal golems. Takes a longer time to cast and uses additional castings, but can inflict curse.
Dark Bead is the Overdrive of Dark Orb
I dont think that every spell should have an overdrive. Some, like pursuers, are fine, and perhaps even a bit OP, as they are and dont need an additional overdrive cast.
Soul Spear/ HSM: For each of these spells, I would have the crystal version be the overdrive cast. To cast either, it consumes as additional casting.
Heavy Soul Arrow would be the over drive of soul arrow, and the same for great soul arrow with great heavy soul arrow. Similarly, an additional casting is used to get the 'heavy' version of the spell.
Get rid of hidden body completely, but have the overdrive of chameleon make the caster completely invisible. casting time is irrelevent for this spell, but the same rules apply for breaking chameleon.
The same general trend that I have had going would also apply for the buff sorceries and magic shields.
White Dragon Breath: Overdrive cast is similar to the crystal effect of the crystal golems. Takes a longer time to cast and uses additional castings, but can inflict curse.
Dark Bead is the Overdrive of Dark Orb
I dont think that every spell should have an overdrive. Some, like pursuers, are fine, and perhaps even a bit OP, as they are and dont need an additional overdrive cast.
sparkly-twinkly-lizard- Compulsory Poster
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- Post n°23
Re: Overdrives of the Old DkS spells
Sunlight spear overdrive:
You throw three sunlight spears in a spread pattern, their powerful enough, but this would make it more likely to hit.
You throw three sunlight spears in a spread pattern, their powerful enough, but this would make it more likely to hit.
arshan272- Regular
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- Post n°24
Re: Overdrives of the Old DkS spells
Overdrives have their own cast numbers, as revealed. The thing is, if you exhaust one expression of the spell, you can't use it at all.GaryBlevins wrote:I love the idea of overdrive spells. However, it will have to be very, very carefully tunes to make sure that there is incentive to use both versions of the cast. IMO, to overdrive cast, the caster should both take a little longer (not horribly, but enough to be noticeable), and an extra casting should be used.
Soul Spear/ HSM: For each of these spells, I would have the crystal version be the overdrive cast. To cast either, it consumes as additional casting.
Heavy Soul Arrow would be the over drive of soul arrow, and the same for great soul arrow with great heavy soul arrow. Similarly, an additional casting is used to get the 'heavy' version of the spell.
Get rid of hidden body completely, but have the overdrive of chameleon make the caster completely invisible. casting time is irrelevent for this spell, but the same rules apply for breaking chameleon.
The same general trend that I have had going would also apply for the buff sorceries and magic shields.
White Dragon Breath: Overdrive cast is similar to the crystal effect of the crystal golems. Takes a longer time to cast and uses additional castings, but can inflict curse.
Dark Bead is the Overdrive of Dark Orb
I dont think that every spell should have an overdrive. Some, like pursuers, are fine, and perhaps even a bit OP, as they are and dont need an additional overdrive cast.
Reaperfan- Compulsory Poster
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- Post n°25
Re: Overdrives of the Old DkS spells
I think you all are over complicating this...
Soul Arrow and Heavy Soul Arrow are now the same spell.
Great Soul Arrow and Great Heavy Soul Arrow are now the same spell.
Homing Soulmass and Pursuer type spells will have* 3 dots on a light cast and 5 on a heavy cast.
Dark Orb will have* a single Dark Bead be its light cast and its current version be the heavy cast.
Dark Bead will have* less beads on a light cast and more startup on a heavy cast.
*Obviously I don't know these "will have"s for certain, just speculating the much more simplistic and plausible ideas I'm having.
And so on and so on.
EDIT: Also, if this is a prequel as its been strongly hinted at, I think we can throw out any inclusion of Crystal spells, seeing as how those were inventions of Logan's during the time of the first game. The only other person who might even potentially know how to fuse Crystal power into Sorceries would be Seath, and barring some major characterization doesn't seem the sharing type with his knowledge.
Soul Arrow and Heavy Soul Arrow are now the same spell.
Great Soul Arrow and Great Heavy Soul Arrow are now the same spell.
Homing Soulmass and Pursuer type spells will have* 3 dots on a light cast and 5 on a heavy cast.
Dark Orb will have* a single Dark Bead be its light cast and its current version be the heavy cast.
Dark Bead will have* less beads on a light cast and more startup on a heavy cast.
*Obviously I don't know these "will have"s for certain, just speculating the much more simplistic and plausible ideas I'm having.
And so on and so on.
EDIT: Also, if this is a prequel as its been strongly hinted at, I think we can throw out any inclusion of Crystal spells, seeing as how those were inventions of Logan's during the time of the first game. The only other person who might even potentially know how to fuse Crystal power into Sorceries would be Seath, and barring some major characterization doesn't seem the sharing type with his knowledge.
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