Rework of Old Magic Schools (Part 4/5) – Elementalism

Marchioro

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Mar 25, 2024
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Although I have proposed a series of changes in a compilation of posts named “Changes that MUST be made considering long-term development of MO2”, as I am not sure what Star Vault's next steps will be, all proposals in this new compilation will ignore the previous ones. However, for those who followed the previous posts, you will see that it is fully possible to incorporate such suggestions here, especially with regard to part 3 (Magic Schools Fundamentals).

I know, it seems weird to put elementalism in a topic about reworks...

Unlike its predecessors, this magical school can be said to have been a tremendous success, as besides to adding playstyles and, for the first time, allowing a certain level of autonomy in terms of PVE for mage, it also has very attractive elements for the roleplay, enabling greater immersion as a master in the use of elements, especially when combined with ecumenical.

If a player wants to make some kind of thematic build based on just one element, for example fire (pyromancer) he will be relatively successful, as he will be able to deal with many situations without great adversity... Although, of course, in a hardcore game in terms of PVP, the expected thing is to use the correct spell, in the correct situation, in this case using everything available.

This is one of the strengths of elementalism, as such a school has many tools for the most diverse types of situations. Elementalism certainly has room for some improvements, but in this case, we are mostly talking about small adjustments related to values (range, cast time, mana, duration), rather than a complete rework.

Before talking about spells, a very important feature of the school that needs to be reviewed is the "elemental reaction" mechanic. Some elements have the property of leaving a type of debuff on their target, which when reacted with a debuff from another element provides a bonus.

Unfortunately this mechanic currently has no value for the following reasons:
  • Few elements have this type of interaction (Fire, Darkness, Water and Shock);​
  • The only existing benefit is a flat bonus damage of 10:
    • Both debuffs are consumed after the reaction, delaying the application of new ones;​
Let's imagine a scenario where a player wants to cast a shock (propulsion) with an average damage potential of 40. If he was willing to cast a torrent (propulsion) with damage of 18, even causing a reaction with an additional 10 damage (40 + 18 + 10 = 68), the result would still be lower than using 2 shocks (80)... Even using a spell with higher potential such as Scouring Stream (Aggregation, 32 on average) the result would be lower because such damage can be mitigated by armor.

In this way, some of the possible solutions could be adopted:
  • Increase bonus damage from reactions;​
  • Add new non-damage related effects:
    • For example, Wet (Water) + Cold (Ice) = 2% slow for 10 seconds;​
  • Some debuffs will not be consumed after the reaction, as they will be considered catalysts:
    • Wet and Oiled will be catalysts:
      • They will still exist after reacting with lightning and fire spells;​
In this way, the elemental reaction mechanic will make the use of other spells more interesting, which are currently overshadowed by few spells in elementalism.
 
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Marchioro

Member
Mar 25, 2024
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In this scenario, I will list some changes that need to be made to spells which I believe that even with the elemental reaction reformulation, still require attention.

Propulsion

Overall, this family of spells needs to have its travel speed increased to at least something equivalent to arrows, thus allowing for viable use in PVP

Dust Burst – It's okay to continue having low base damage... But at least turn it into a spell with a 100% chance of applying bleed, which can be stackable. Thus, creating a playstyle based on bleeding for those who want to adventure with sand manipulation.

Gale – If the speed of the projectile is close to that of an arrow, fine... Otherwise, turn this into a melee spell with a 3-meter range and a cone-shaped area while maintaining the knockback property.

Ignition – An interesting spell, but almost impossible to hit... Change the effect area to a cone-shaped, like Burning Hands from D&D.

Aggregation

Unlike propulsion, I believe that the projectile's speed is adequate here since this family of spells has an area of effect. Only a few small angle and area adjustments are needed.

Comet – This family of spells is about area, and given the projectile's speed, I think it's pretty useless to have a spell aimed at single target damage. I think it would be more interesting if this spell were a small path of ice that, when it hits a target, or reaches the end of its trajectory, creates an ice stalagmite (ice pyke) with area of damage. The idea of dispersing small projectiles can be maintained after the explosion with area damage.

Scouring Stream – Since this spell cannot be detonated on the ground and causes area damage (fireball and lighting bolt), I believe the size of the disc should be increased.

Boulder – Just review the shooting physics, to allow more accurate shooting, not so dependent on parabolic shots.

Sandspout – Same idea as Dust Burst... 100% chance of causing bleeding, and in addition, the generated tornado will continuously apply bleeding during its duration. Bleeding will be stackable.

Fireball - Add a visual effect that clearly identifies the range of the explosion.

Lava Ball - Like Boulder, improve the physics shooting and increase the damage of the area of fire generated after explosion.

Direction

Hailstorm
It is a difficult spell to use, whether due to requirements or reagents. Worst of all is the RNG involved. Two options exist to fix this spell, either increasing the number of projectiles by decreasing the projectile spread in its AoE, or drastically increasing the AoE of each projectile.

Water Spiral – Since the damage is highly mitigated by armor, and I created a spell that works as protection against elementalism (Arcane Shield), I see no problems with allowing the spell's trajectory to be freely controlled like the Lightning Ball.

Firestorm - A horrible spell in every detail... Biggest cast time in the game, melee range, and negligible damage. The victim needs to have a lot of willpower to die to this spell... At least increase the damage drastically or allow a long range and Large AoE like Roaring Wind.

Emanation

Crystal Formation
– Increase bleeding application speed.

Starshower – I honestly believe that the developer wasn't creative here... It's an inferior copy of Starfall. At least add the application of bleeding to give this spell some use, in addition to being in the same way as I proposed for sand (dust) element. Furthermore, you must increanse the explosion range or the ammount the projectiles inside the area, as well as its dispersion. Sometimes you can be inside the area for the whole duratiion without being damaged by any projectile.

Conflagration – This spell has a good vertical range (z-axis). Just add a visual effect that allows us to identify this range (increase the size of the flames).

Illumination - Exactly the same as proposed in the Cloud of Ashes rework but mirrored for lighting. Both spells will be each other's counterplay.

Arrangement

Consuming Void
– Just increase the cast range to 10 or so...

Water WardHonestly, a ridiculous spell when you consider that it is the only magical defense mechanic in the game... Which requires positioning in corners to be properly used. As I proposed new magical defense mechanics in Ecumenical and Spiritism, at least increase the duration of the effect to about 5 - 8 seconds, to still make it useful when compared to the other mechanics

Stone Wall – Of course, the 8 second duration buff was interesting... The problem is that it takes about 2-3 seconds to spawn after the end of the cast. Furthermore, there are other spells that can be used to stop advances. This way, I think it would be interesting to increase the range to about 10 meters, which will make it easier to use to block escape routes (cast behind an opponent), something that other spells of the genre don't do, since they all have practically the same range.

Sand Barrier – Again, 100% bleed application and stackable. Furthermore, ensure that the entire area of the spell, except for the center, can cause damage, thus creating a kind of safe area for casting spells.

Geyser Wall – I don't know what devs must have had in mind when they created this spell... Currently the only use is for access areas that should not be accessed (shortcuts) due to the throwing distance (elevation). Therefore, I propose removing the damage so that it can only be used for the purpose of moving.

Windbarrier – Just slightly increase the duration or slightly decrease the cast time.

Mirage - Similar idea to the Stone Wall, increase the range by 10 - 15 meters. This allows tactical use at choke points or positioning in the open field, as when cast behind enemy lines, it will prevent the use of hitscan-based spells. Protection against "mage-bang" and inhibit the use of heals and purifies.

As I mentioned, the adjustments here are very simple when compared to older magic schools. Overall, elementalism is a wonderful school and is certainly the state of the art in Mortal Online 2.

I hope that the rework of the old schools makes them just as good in their own way, and that I feel as excited as I did when I followed Sneakpeak elementalism streams.
 
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