Okay, there has been a lot of talk about MM vs MA recently, this post is NOT about that topic.
Instead, I want to talk about the basic mechanics of magic we have in the game right now, and why they could use some serious work.
1. The logic of fixing magic later with more magic.
We have heard from the developers quite a many times now that the reason that magic isn't super attractive right now, is because we do not have all the schools in the game. In my opinion, it is flawed to add mechanics to the game which are not good enough to support themselves. Do the devs mean that ecumenical school should only be learnt by tamers who wish to heal pets or need the dominate skill? Is that the point of the school's existence? Is the point of there not being many spiritists because the basic ability to practice it is locked behind impossible to solo or even trio content (even if there were no large guilds around) intended so almost no one will use spiritism, maybe like one person in a guild so they have a resurrecter and otherwise the school just doesn't matter?
The mechanics of the schools we have make the mages who choose to use them sitting targets (or ducks) and also are impossible to use as solo in PvE, because of the cast interruption mechanic (more on that later). Why would these schools exist (and remain unchanged as we have heard from Henrik) if there will be many other schools which lack these restrictions? Why would anyone choose to stand still to cast something, if necromancy etc. will allow movement, so we will be able to dodge while casting and potentially even kite some PvE monsters?
Overall, I just cannot understand how they can think it is okay to add a mechanic into the game, which they acknowledge doesn't really work well, but it will be fine because they will some point later add something that will make it maybe worthwhile, without changing the problematic core mechanics first?
SOLUTION:
- The developers have to make sure that every mechanic, (every weapon type, every magic school etc.) is viable on its own, and not just some kind of placeholder.
2. Random spell interruption chance in a skill-based game
Now, I am not opposed to spells being interrupted, of course there has to be a counterplay, but why make the counterplay unreliable to everyone? The current situation leads to decisions like the following in this example scenario:
Setting: Some melee character sees a mage on the ground, the melee character has low resists (psyche) and knows they cannot withstand more than 1-2 spells. The mage does not know this, but starts casting a spell anyways. There is a large rock around. The mage is wearing light armor and can withstand 1-2 hits from the melee character.
Decision: FIGHT or FLIGHT
The melee player has to decide whether they want to try to run up to the mage in order to interrupt them, however, they know that they will only have a 40% chance to interrupt the spell if they make it there. The mage has no choice in this situation, they will have to cast and hope for the best, that is their only option.
Decision1: FIGHT, Option 1:
The melee player decides to try their luck, and runs to the mage. The mage barely finishes their first cast and casts fulmination on the melee character, dealing 50% of their HP (exaggerated damage). Then the melee character strikes when the mage is preparing their next fulmination. This strike interrupt the mage, and they lose their cast, and have to restart. However, the melee player manages to kill the mage before the cast time would finish a second time.
Decision1: FIGHT, Option 2:
The melee player runs to the fight again, but this time their 40% interruption chance is not enough, and the mage manages to cast 2 fulminations on them uninterrupted. The melee player falls.
EDIT: Forgot totally option 3, the melee player resists one or both of the casts (RNG chance) so he will survive long enough to prevail thanks to those.
Decision 2: FLIGHT, Option 1:
The melee player does not believe in his 40% chance of interruption, and instead hides behind the nearby rock. The mage finishes the casting. Now the mage has a fixed time until their spell will fail, so they need to cast it fast. The melee player however can just run away as long as they are behind a cover or far away enough, while the mage risks a lot if they try to pursue, as in case the melee player stays in ambush (as they should against a mage), they will just attack them when the mage's spell-casting window is over.
So with Decision FLIGHT, the mage will always lose or have to give up chase at least. (Even if the mage was mounted, they would still not be able to chase, as every cast time would make them go in a straight line away from their target, and horses are not very dexterous in uneven ground anyways.)
However, the major flaw is in the FIGHT mode, as you can see that in this scenario, neither player was in control of the outcome, it was neither player's skill that resulted into them winning or losing, and there was nothing more to be done. Obviously if the melee player would have been an archer the mage would have basically stood zero chance, as the archer could have just shot, if not interruption they could have still hid behind terrain.
SOLUTION:
Well, obviously the spell-interruption needs to be skill-dependent, or at least the moment when the interruption will happen needs to be clearly visible for BOTH players.
One example solution could be that:
- There is a visible counter/bar on top of players which becomes visible when they first cast in a combat. This bar/counter would show the amount of damage or attacks that needs to be received for their spell to be guaranteed interrupted. In addition to this, I propose that once a spell is interrupted, the next cast cannot be interrupted. This change would remove the possibility that a mage would just stand and attempt to cast, never succeeding and dying, and I don't think anyone think that is cool or intended way of magic.
- This counter would be increased or lowered based on the caster's stats, equipment and skills. For example, higher psyche could also increase this interruption bar, while wearing certain materials could do the same, while wearing some other materials could lower the bar. Additionally, I propose that some mage skills would increase the bar, while lessening their spell damage. In this way mages could opt to play more nuke-heavy or get more reliably their spells out. This would result into more agency, more player choice, and most importantly, no more decisions like before based on luck.
3. Spell damage and resisting it
So, currently this game has a strange mechanic when it comes to resisting spell damage: it is all dependent on one stat, and it includes a RNG-component (resist chance). I'm pretty sure most games also factor in the used equipment at least, which makes being vulnerable to magic more of a player choice. Of course it is a choice to put more points into psyche than your damage skills, but rarely will anyone do that, as the chance of fighting a mage is so low anyway, and psyche doesn't really seem to do anything against PvE enemies (more on that later).
One consensus I have heard from people who oppose "buffing" mages, is that they do "true" damage in a sense as they go through armor. I kinda agree with this sentiment, and thus challenge the design choice: Why do mages need to go through armor? There are already issues with armor versatility because it only has three stats and weight, why wouldn't we make it more interesting by adding magic resistance to certain materials? Then there would actually be a point to have some armor made out of weird materials which can't maybe take the hardest blow, but would keep you safer from magic. And when these would exist, then there would be less of a barrier in "buffing" or what I call making more convenient and sensible to use, of magery mechanics in general, as if mages would get somehow too strong, there would be the option to wear spell armor. I honestly don't understand why the armor is not more versatile, it could easily have different resist values for arrow damage as well.
And of course, the good old RNG has to go from the resist-mechanic, I fail to see what does this add to the game? Makes being a mage in PvP even more unrealiable? how many sources of RNG does magic need?
Also the maximum damage values of magic can be increased if there are more sources of resistance, I think they are quite poor right now compared to what some weapons can do (200+ in one hit) considering the cast times as well.
SOLUTIONS:
- Remove RNG resist chance from psyche and just use flat damage resistance. Add magic resistance to certain materials which can be used in armor crafting to increase armor versatility and allow for counterplay against mages. These changes would allow the magic damage to be increased as well, if necessary, without breaking the game as it would no longer pierce all armor.
- Results into more counterplay options for everyone, and makes mages stronger or at least more reliable against people who do not take precautions.
RUN OUT OF SPACE, a file added, continuing this in the first comment too.
Instead, I want to talk about the basic mechanics of magic we have in the game right now, and why they could use some serious work.
1. The logic of fixing magic later with more magic.
We have heard from the developers quite a many times now that the reason that magic isn't super attractive right now, is because we do not have all the schools in the game. In my opinion, it is flawed to add mechanics to the game which are not good enough to support themselves. Do the devs mean that ecumenical school should only be learnt by tamers who wish to heal pets or need the dominate skill? Is that the point of the school's existence? Is the point of there not being many spiritists because the basic ability to practice it is locked behind impossible to solo or even trio content (even if there were no large guilds around) intended so almost no one will use spiritism, maybe like one person in a guild so they have a resurrecter and otherwise the school just doesn't matter?
The mechanics of the schools we have make the mages who choose to use them sitting targets (or ducks) and also are impossible to use as solo in PvE, because of the cast interruption mechanic (more on that later). Why would these schools exist (and remain unchanged as we have heard from Henrik) if there will be many other schools which lack these restrictions? Why would anyone choose to stand still to cast something, if necromancy etc. will allow movement, so we will be able to dodge while casting and potentially even kite some PvE monsters?
Overall, I just cannot understand how they can think it is okay to add a mechanic into the game, which they acknowledge doesn't really work well, but it will be fine because they will some point later add something that will make it maybe worthwhile, without changing the problematic core mechanics first?
SOLUTION:
- The developers have to make sure that every mechanic, (every weapon type, every magic school etc.) is viable on its own, and not just some kind of placeholder.
2. Random spell interruption chance in a skill-based game
Now, I am not opposed to spells being interrupted, of course there has to be a counterplay, but why make the counterplay unreliable to everyone? The current situation leads to decisions like the following in this example scenario:
Setting: Some melee character sees a mage on the ground, the melee character has low resists (psyche) and knows they cannot withstand more than 1-2 spells. The mage does not know this, but starts casting a spell anyways. There is a large rock around. The mage is wearing light armor and can withstand 1-2 hits from the melee character.
Decision: FIGHT or FLIGHT
The melee player has to decide whether they want to try to run up to the mage in order to interrupt them, however, they know that they will only have a 40% chance to interrupt the spell if they make it there. The mage has no choice in this situation, they will have to cast and hope for the best, that is their only option.
Decision1: FIGHT, Option 1:
The melee player decides to try their luck, and runs to the mage. The mage barely finishes their first cast and casts fulmination on the melee character, dealing 50% of their HP (exaggerated damage). Then the melee character strikes when the mage is preparing their next fulmination. This strike interrupt the mage, and they lose their cast, and have to restart. However, the melee player manages to kill the mage before the cast time would finish a second time.
Decision1: FIGHT, Option 2:
The melee player runs to the fight again, but this time their 40% interruption chance is not enough, and the mage manages to cast 2 fulminations on them uninterrupted. The melee player falls.
EDIT: Forgot totally option 3, the melee player resists one or both of the casts (RNG chance) so he will survive long enough to prevail thanks to those.
Decision 2: FLIGHT, Option 1:
The melee player does not believe in his 40% chance of interruption, and instead hides behind the nearby rock. The mage finishes the casting. Now the mage has a fixed time until their spell will fail, so they need to cast it fast. The melee player however can just run away as long as they are behind a cover or far away enough, while the mage risks a lot if they try to pursue, as in case the melee player stays in ambush (as they should against a mage), they will just attack them when the mage's spell-casting window is over.
So with Decision FLIGHT, the mage will always lose or have to give up chase at least. (Even if the mage was mounted, they would still not be able to chase, as every cast time would make them go in a straight line away from their target, and horses are not very dexterous in uneven ground anyways.)
However, the major flaw is in the FIGHT mode, as you can see that in this scenario, neither player was in control of the outcome, it was neither player's skill that resulted into them winning or losing, and there was nothing more to be done. Obviously if the melee player would have been an archer the mage would have basically stood zero chance, as the archer could have just shot, if not interruption they could have still hid behind terrain.
SOLUTION:
Well, obviously the spell-interruption needs to be skill-dependent, or at least the moment when the interruption will happen needs to be clearly visible for BOTH players.
One example solution could be that:
- There is a visible counter/bar on top of players which becomes visible when they first cast in a combat. This bar/counter would show the amount of damage or attacks that needs to be received for their spell to be guaranteed interrupted. In addition to this, I propose that once a spell is interrupted, the next cast cannot be interrupted. This change would remove the possibility that a mage would just stand and attempt to cast, never succeeding and dying, and I don't think anyone think that is cool or intended way of magic.
- This counter would be increased or lowered based on the caster's stats, equipment and skills. For example, higher psyche could also increase this interruption bar, while wearing certain materials could do the same, while wearing some other materials could lower the bar. Additionally, I propose that some mage skills would increase the bar, while lessening their spell damage. In this way mages could opt to play more nuke-heavy or get more reliably their spells out. This would result into more agency, more player choice, and most importantly, no more decisions like before based on luck.
3. Spell damage and resisting it
So, currently this game has a strange mechanic when it comes to resisting spell damage: it is all dependent on one stat, and it includes a RNG-component (resist chance). I'm pretty sure most games also factor in the used equipment at least, which makes being vulnerable to magic more of a player choice. Of course it is a choice to put more points into psyche than your damage skills, but rarely will anyone do that, as the chance of fighting a mage is so low anyway, and psyche doesn't really seem to do anything against PvE enemies (more on that later).
One consensus I have heard from people who oppose "buffing" mages, is that they do "true" damage in a sense as they go through armor. I kinda agree with this sentiment, and thus challenge the design choice: Why do mages need to go through armor? There are already issues with armor versatility because it only has three stats and weight, why wouldn't we make it more interesting by adding magic resistance to certain materials? Then there would actually be a point to have some armor made out of weird materials which can't maybe take the hardest blow, but would keep you safer from magic. And when these would exist, then there would be less of a barrier in "buffing" or what I call making more convenient and sensible to use, of magery mechanics in general, as if mages would get somehow too strong, there would be the option to wear spell armor. I honestly don't understand why the armor is not more versatile, it could easily have different resist values for arrow damage as well.
And of course, the good old RNG has to go from the resist-mechanic, I fail to see what does this add to the game? Makes being a mage in PvP even more unrealiable? how many sources of RNG does magic need?
Also the maximum damage values of magic can be increased if there are more sources of resistance, I think they are quite poor right now compared to what some weapons can do (200+ in one hit) considering the cast times as well.
SOLUTIONS:
- Remove RNG resist chance from psyche and just use flat damage resistance. Add magic resistance to certain materials which can be used in armor crafting to increase armor versatility and allow for counterplay against mages. These changes would allow the magic damage to be increased as well, if necessary, without breaking the game as it would no longer pierce all armor.
- Results into more counterplay options for everyone, and makes mages stronger or at least more reliable against people who do not take precautions.
RUN OUT OF SPACE, a file added, continuing this in the first comment too.
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