leonerdo wrote: » Alright, here's a less sassy answer (just a week late). I like elemental magic systems with lots of interactions, like in Magicka. I doubt they can do anything quite that in depth, but it would be cool to play like an Omni-Mage, using several different elements, each with their own status effects. Then perhaps there could be an ultimate attack that does bonus damage for each elemental debuff the enemy has. Stack 'em up and knock 'em down, ya' know?
wolfwood82 wrote: » leonerdo wrote: » Alright, here's a less sassy answer (just a week late). I like elemental magic systems with lots of interactions, like in Magicka. I doubt they can do anything quite that in depth, but it would be cool to play like an Omni-Mage, using several different elements, each with their own status effects. Then perhaps there could be an ultimate attack that does bonus damage for each elemental debuff the enemy has. Stack 'em up and knock 'em down, ya' know? I've always thought spell casters should just have all the elements. Their primary strength should be in versatility, not raw DPS. Their DPS should come *from* the ability to exploit any creature's weakness by cycling through various elements until you hit them with something that hurts a LOT. Seems really dumb that a wizard has to spec into specific elements, and just rely on whatever side effects that element has without ever branching out into others. That way, spell casters would have an actual meta combat game. Something that's interesting, but experienced players benefit by learning enemies and experimenting with their spells and combinations.
Chezshire wrote: » wolfwood82 wrote: » leonerdo wrote: » Alright, here's a less sassy answer (just a week late). I like elemental magic systems with lots of interactions, like in Magicka. I doubt they can do anything quite that in depth, but it would be cool to play like an Omni-Mage, using several different elements, each with their own status effects. Then perhaps there could be an ultimate attack that does bonus damage for each elemental debuff the enemy has. Stack 'em up and knock 'em down, ya' know? I've always thought spell casters should just have all the elements. Their primary strength should be in versatility, not raw DPS. Their DPS should come *from* the ability to exploit any creature's weakness by cycling through various elements until you hit them with something that hurts a LOT. Seems really dumb that a wizard has to spec into specific elements, and just rely on whatever side effects that element has without ever branching out into others. That way, spell casters would have an actual meta combat game. Something that's interesting, but experienced players benefit by learning enemies and experimenting with their spells and combinations. I think this could be implemented as a specialization of the spellcasters because if you give all spellcasters all the elements and can have all of them maximize the it could break the game very easily So the moment you have a mage that can use every element but with limits there you have a very attractive balanced class
mrsynth wrote: » Personally, i would like to see a Summoner main class with light based (understand something similar to holy light in WoW) summon augments instead of the necromantic death magic style thing. Aka, instead of a ghoul you summon a light elemental, instead of a giant bat you summon a sort of angelic figure with wings.. That sort of theme
Magic Man wrote: » Okay so I've talked about this before on Discord but I'll give a few examples here as well most of which are mobility related. 1) Double Jump - Triple Jump (or catfall ability from APOC) Super Jump. Double Jump would be a rogue/ranger jump tier 2 class ability (multiple skill points invested in 'jump'). Triple Jump would be tier 3 version of it, needless to say, with a cool down of at least 10 seconds. The last one is 'Super Jump' which, just like the other 2, were shown and tested in APOC. That would be a tier 3 jump ability that is augmented with either rogue or a ranger class augments. 2) Grapple Hook of a ranger. Self explanatory. Can be used in a variety of environments for mobility purposes 3) Climbing ability of a Rogue (cannot be used in certain places and you can't stay on a surface longer than 5-7 seconds) 4) Polymorph (to be used on both an enemy and oneself) It was used and tested in APOC tho would be cool to see it used on an enemy as well which would turn them into some sort of small creature from Verra.
XiuXan wrote: » I would love to see a type of aura from clerics where you perhaps get a heal or debuff from poison/disease each other tick. Perhaps get a dmg aura VS undead where they get increasingly more dmg the closer they are to you. In wow paladins got auras but I feel something similar but as I said would want healing instead of protection.
Damokles wrote: » XiuXan wrote: » I would love to see a type of aura from clerics where you perhaps get a heal or debuff from poison/disease each other tick. Perhaps get a dmg aura VS undead where they get increasingly more dmg the closer they are to you. In wow paladins got auras but I feel something similar but as I said would want healing instead of protection. *BARD GAMEPLAY INTENSIFIES*
Nagash wrote: » You all stay away from my necromancer