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:
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:
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.