I've read a number of feedback threads about how lacklustre magic is, and is essentially a carbon copy of MO1's magic system at this point in development.
Instead of having a static system where every spell is cast once the required reagents are on hand, make it so that the spell effect is based on what reagents you decide to use. Akin to the deep crafting system that MO1 and MO2 is famous for.
Let's say the base Outburst spell (Fireball in MO1) requires 1 unit of nitre and 1 unit of sulfur to cast as it does at present. The player could decide to add more reagents in different combinations, such as:
¹ +1 nitre or +1 sulfur
² +1 sulfur
³ +3 nitre +3 sulfur
⁴ +90 nitre
In the first example, the player adds 1 additional unit of both nitre and sulfur, which increases the damage and adds a short damage over time effect. But it also adds a slight chance of the spell damaging the player by 5% and slightly increases the ambient temperature around them, and consumes more mana.
In the second example, the Outburst spell deals the standard damage and adds a short DoT effect and increases the ambient temperature around the player.
In the third example, the Outburst spell not only damages the target but also any target within a short radius. It also applies a DoT within that radius. But it will also apply 15% chance of damaging the player and greatly increase the ambient temperature, and consumes much more mana.
In the fourth example, the Outburst spell simply detonates a huge explosion in the player's hands, causing massive damage to all adjacent targets but also affects the player, and depletes their mana pool. It is basically a bit like the Predator's weapon of last resort by activating his thermonuclear explosive on his wrist device. The maniacal laughter won't be necessary.
With the new Scribing skill, we could allow players to write their own spell combinations, and even write complete spellbooks, to trade to other players.
In this way, magic will be much more open to experimentation, and it falls in line with MO2's crafting system where millions of combinations are possible. We could also point to The Elder Scrolls II: Daggerfall that probably first pioneered this freeform spell-crafting system at least two decades ago.
All in all, I think having this kind of freeform magic system would breathe new life into what is otherwise a static and not exactly refreshing reiteration of MO1's counterpart.
Instead of having a static system where every spell is cast once the required reagents are on hand, make it so that the spell effect is based on what reagents you decide to use. Akin to the deep crafting system that MO1 and MO2 is famous for.
Let's say the base Outburst spell (Fireball in MO1) requires 1 unit of nitre and 1 unit of sulfur to cast as it does at present. The player could decide to add more reagents in different combinations, such as:
¹ +1 nitre or +1 sulfur
² +1 sulfur
³ +3 nitre +3 sulfur
⁴ +90 nitre
In the first example, the player adds 1 additional unit of both nitre and sulfur, which increases the damage and adds a short damage over time effect. But it also adds a slight chance of the spell damaging the player by 5% and slightly increases the ambient temperature around them, and consumes more mana.
In the second example, the Outburst spell deals the standard damage and adds a short DoT effect and increases the ambient temperature around the player.
In the third example, the Outburst spell not only damages the target but also any target within a short radius. It also applies a DoT within that radius. But it will also apply 15% chance of damaging the player and greatly increase the ambient temperature, and consumes much more mana.
In the fourth example, the Outburst spell simply detonates a huge explosion in the player's hands, causing massive damage to all adjacent targets but also affects the player, and depletes their mana pool. It is basically a bit like the Predator's weapon of last resort by activating his thermonuclear explosive on his wrist device. The maniacal laughter won't be necessary.
With the new Scribing skill, we could allow players to write their own spell combinations, and even write complete spellbooks, to trade to other players.
In this way, magic will be much more open to experimentation, and it falls in line with MO2's crafting system where millions of combinations are possible. We could also point to The Elder Scrolls II: Daggerfall that probably first pioneered this freeform spell-crafting system at least two decades ago.
All in all, I think having this kind of freeform magic system would breathe new life into what is otherwise a static and not exactly refreshing reiteration of MO1's counterpart.
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