Make Magic More Freeform

finegamingconnoisseur

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May 29, 2020
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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.
 
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ArcaneConsular

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Oct 27, 2021
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I wouldn't mind a spell crafting profession as long as it's actually sensical and lets you know what additions do what instead of the stupid put 7 random ingredients in random quantities for no specific reason to make the best spell or some BS. honestly crafting in this game is at its best when it's about choices - heavy or light, fast or slow, cheap or expensive, etc and not like 'find out muh secret recipe I spent 200 hours coming up with'
 

AssassinOTL

Active member
Mar 23, 2021
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The maniacal laughter won't be necessary.

🤣 The maniacal laughter should be heard for at least 10000m while charging.... for balancing and ofc giving them a chance to run like Arnold

but on a more serious note I really love this idea its innovative and refreshing, and even in the current system where it's hard to have fun with the class, at least they can hold some pride in their tailored spells and holds true to the sandbox theme where you can work with the systems that are given and build on them, I think that's the frustration with the class, when others seem to have so much freedom, we're the most limited and handicapped with really nothing to show for it. but it's going in a good direction and I think a brainteaser like this could lead to a really good system to add that sandbox freedom and fun to the class. nice suggestion
 

AssassinOTL

Active member
Mar 23, 2021
215
144
43
I wouldn't mind a spell crafting profession as long as it's actually sensical and lets you know what additions do what instead of the stupid put 7 random ingredients in random quantities for no specific reason to make the best spell or some BS. honestly crafting in this game is at its best when it's about choices - heavy or light, fast or slow, cheap or expensive, etc and not like 'find out muh secret recipe I spent 200 hours coming up with'

I mean I love that, it keeps the content flowing as you try your best Thomas Edison impression of making a lightbulb and when you do get it, then it has a feeling of accomplishment, rather than just making it easy and boring, that's the problem with the current iteration of what the class is, there's nothing dynamic about it. and it's also the reason Necromancy won the vote, that small group of players do enjoy that content and it synergizes well when you can tailor it to your playstyle and what you want
 
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ArcaneConsular

Well-known member
Oct 27, 2021
873
536
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I mean I love that, it keeps the content flowing as you try your best Thomas Edison impression of making a lightbulb and when you do get it, then it has a feeling of accomplishment, rather than just making it easy and boring, that's the problem with the current iteration of what the class is, there's nothing dynamic about it. and it's also the reason Necromancy won the vote, that small group of players do enjoy that content and it synergizes well when you can tailor it to your playstyle and what you want

I don't mind it with alchemy because it's not that important and you can live without it but I wouldn't want it with magic damage
 

Icegoten

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Jun 12, 2020
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I love this idea and think it would add tremendously to the journey of becoming a mage. I would just hope if they went with a sort of crafting style system for scribing different spells with different effects they take this chance to use more lore, really giving the player the sense of being a scholar. Scrolls could be something you as a player can look at and study to find starting points of what combinations or reagents would have useful effects for you.