Hello, I have been playing MO1 since 2015 mostly as dex mage main and would like to give my input on the current state of magic and hopefully with the rest of the community on this post, all of our feedback can and will be heard. Please feel free to address your opinions, concerns and feedback on the new magic system release in this thread.
((Disclaimer: I know this is the first iteration of the magic system but I don't know what's intentional or not about the system so will be leaving all my issues with it below))
UPDATE: HOTFIX FIXED ALL THESE RECAST DELAY ISSUES BELOW, IT NOW BASICALLY FEELS 100% LIKE IT DOES IN MO1. Though the "Combat Casting section" below still the biggest issue.
Recast Delay: One of the biggest issues I have is the recast delay of spells especially in comparison to MO1. When I cast any spell such as a heal and attempt to cast another spell directly after it finishes there is a noticeably long delay between when I can start casting again.... something MO1 mage veterans from recent times would notice extremely. In MO1 or any other MMO / RPG for that matter your spells goes off and you can cast another one instantly once it finishes the cast. There is a strange delay for this in MO2 right now for some reason hope it's not intentional as it just makes the casting feel clunky and slow.
This problem gets even much worse because this same delay happens after the first charge-hold of the ecu spell as well, meaning you press a spell to cast..... it finishes the animation..... now you attempt to use the spell once the animation completes and you get the buff showing you have the spell held/charged....but even when this happens there's a half-second to full second delay before it's actually useable.... then you use the spell and it hits and finishes it's animation..... now you deal with the delay of being able to cast another spell directly afterwards. I know any real veteran MO1 mage who has played in the last 1-2 years or still has their muscle memory will know exactly what I am talking about. I can make a side-by-side video comparisons of MO1 VS MO2 casting delays if more detail on this is wanted or debated.
Combat Casting: My main concern at the moment which I hope is not intentional of the system and just bugs and un-polish is how casting during combat behaves. If I have no weapon equipped and attempt to cast a spell it first automatically puts my hands away first(goes out of combat) and then starts casting the spell and the spell finishes charging.....it then returns me to combat again...... once I try to press the button to actually cast the spell it slowly has to take me out of combat mode AGAIN and seconds later the spell will actually go off..... Not only does this force you to stay on your direct target seconds after pressing and trying to release the spell it also feels very sluggish and clunky and this is the exact opposite of how casting in MO1 worked where it didn't matter if you were casting in combat or not, your spells were butter-smooth, responsive, and precise. Though it even gets a bit worse with the combat mode issues..........
Currently if you have a weapon out and press a spell it will automatically put you out of combat mode and cast the spell without having to unequip the weapon first like in MO1 .....GREAT!!!! (tho sluggishly ofcourse)..... The problem is when you press the spell again to actually cast it after the first initial cast to hold the charge your weapon will come back out instead which for sure seems like a bug at least thankfully but just mentioning just for it to be known.
Effects: I am fine with the spell cast animations for now, though I do believe there should be more noticeable feedback for specific spells when you connect onto another player. Since they want to remove the confusion of ecu being projectile based as it caused some issues in MO1 but as suggested by barcode in a recent thread some type of few frame beam or line or etc animation to show a more pronounced hit similar to mental projectile from MO1 would be a good addition overall in my opinion instead some of the current spells like outburst having a vague low-feedback animation once it hits trying to notice it from range. If I have to check my combat log to know if a spell went off which I did many times today, that means the animations need improvement.
Spell Range: The spells ranges I've tested seem mostly similar to MO1 besides Fireball(Outburst) which has a pretty obnoxiously far range and would happily trade a fluid and fun system back in return of the normal fireball range as a sacrifice if that's what it takes. A line of mages spamming fireball from max range isn't fun or interesting if that's gonna be our best and most effective playstyle to try and whittle down a group pre-engage before we just turn into max range heal-bots during the fight as it seems this current system would probably turn us into overall since aggressive mage plays on such a slow sluggish magic system is much less plausible and realistic in a competitive fight.
Conclusion: I really hope most of this is just a issue of it being first iteration and not a similar situation that melee combat faced where it was slowed down intentionally because this goes beyond just slowing a swing speed down, this is creating a clunky, sluggish, and most importantly UNFUN magic system if it stayed anywhere near this state at persistence release and not just to most new players but especially the MO1 mage veterans who have felt what a overall responsive, precise and fun spell system ended up being eventually in MO1. Me and the other main mage officer in my guild tested for this for many hours today with the rest of our guild and as the two people who were extremely excited and ONLY interested for many many months for the magic release... we have decided we probably won't even play mage now if it remains anywhere similar to this current iteration sadly. Thank you for reading.
((Disclaimer: I know this is the first iteration of the magic system but I don't know what's intentional or not about the system so will be leaving all my issues with it below))
UPDATE: HOTFIX FIXED ALL THESE RECAST DELAY ISSUES BELOW, IT NOW BASICALLY FEELS 100% LIKE IT DOES IN MO1. Though the "Combat Casting section" below still the biggest issue.
Combat Casting: My main concern at the moment which I hope is not intentional of the system and just bugs and un-polish is how casting during combat behaves. If I have no weapon equipped and attempt to cast a spell it first automatically puts my hands away first(goes out of combat) and then starts casting the spell and the spell finishes charging.....it then returns me to combat again...... once I try to press the button to actually cast the spell it slowly has to take me out of combat mode AGAIN and seconds later the spell will actually go off..... Not only does this force you to stay on your direct target seconds after pressing and trying to release the spell it also feels very sluggish and clunky and this is the exact opposite of how casting in MO1 worked where it didn't matter if you were casting in combat or not, your spells were butter-smooth, responsive, and precise. Though it even gets a bit worse with the combat mode issues..........
Currently if you have a weapon out and press a spell it will automatically put you out of combat mode and cast the spell without having to unequip the weapon first like in MO1 .....GREAT!!!! (tho sluggishly ofcourse)..... The problem is when you press the spell again to actually cast it after the first initial cast to hold the charge your weapon will come back out instead which for sure seems like a bug at least thankfully but just mentioning just for it to be known.
Effects: I am fine with the spell cast animations for now, though I do believe there should be more noticeable feedback for specific spells when you connect onto another player. Since they want to remove the confusion of ecu being projectile based as it caused some issues in MO1 but as suggested by barcode in a recent thread some type of few frame beam or line or etc animation to show a more pronounced hit similar to mental projectile from MO1 would be a good addition overall in my opinion instead some of the current spells like outburst having a vague low-feedback animation once it hits trying to notice it from range. If I have to check my combat log to know if a spell went off which I did many times today, that means the animations need improvement.
Spell Range: The spells ranges I've tested seem mostly similar to MO1 besides Fireball(Outburst) which has a pretty obnoxiously far range and would happily trade a fluid and fun system back in return of the normal fireball range as a sacrifice if that's what it takes. A line of mages spamming fireball from max range isn't fun or interesting if that's gonna be our best and most effective playstyle to try and whittle down a group pre-engage before we just turn into max range heal-bots during the fight as it seems this current system would probably turn us into overall since aggressive mage plays on such a slow sluggish magic system is much less plausible and realistic in a competitive fight.
Conclusion: I really hope most of this is just a issue of it being first iteration and not a similar situation that melee combat faced where it was slowed down intentionally because this goes beyond just slowing a swing speed down, this is creating a clunky, sluggish, and most importantly UNFUN magic system if it stayed anywhere near this state at persistence release and not just to most new players but especially the MO1 mage veterans who have felt what a overall responsive, precise and fun spell system ended up being eventually in MO1. Me and the other main mage officer in my guild tested for this for many hours today with the rest of our guild and as the two people who were extremely excited and ONLY interested for many many months for the magic release... we have decided we probably won't even play mage now if it remains anywhere similar to this current iteration sadly. Thank you for reading.
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