Rework of Old Magic Schools (Part 5/5) – Final Considerations

Marchioro

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Mar 25, 2024
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Having said what I would like about the game's magic system, I would like to invite you to reflect on some choices and what I expect from it.

You may have noticed that in my design choice, I had a certain predilection for mechanics based on:
  • Scaling based on attributes, with a defined ceiling;​
  • Mana Drain;​
The reasons for this are quite plausible... I don't like designs based on uncertainty! For example, imagine you fighters, when faced with a melee confrontation, under normal conditions, no one thinks about things like, "Can I parry this player?”, "Does he have the strength to destroy my block?". Nobody thinks about these things, everyone simply goes there and fights, making sure that with the exception of cases completely based on outgear, anyone are fully capable of fighting against an opponent purely based on reading animations, attacks and counter-attacks (skills). Even in cases of outgear, if a player is naked with the haven sword facing a full oghmium opponent, the conclusion can be quickly drawn from a brief visual inspection, meaning anyone with basic knowledge already know what to expect.

With magic, the same should be true... Knowing what you are or are not capable of removing, blocking, when you decide to escape... Mainly because in the case of magic, the resource used is mana. Such a resource is extremely limited. For those who don't know, mana regeneration in this game is percentagem based. Assuming that a player has 100% mana regeneration and 100 points in the vitalism skill, he will recover 2% of his total mana every 3 seconds, i.e., it takes 2 and a half minutes to recover mana completely without the use of resting skill. That's why I say that there is no room for uncertainty in combat, especially when it comes to magic... Every player should have the means to clearly know what they are and are not capable of doing with their mana.

Still talking about mana, this is one of the reasons why I decided to adopt the use of mana drain. Many options were introduced within my proposals, be they offensive, defensive for PVE and PVP. Let's imagine a scenario where a mage in light armor is using the Arcane Shield to survive while dealing with 2 or 3 fighters, but eventually he realizes they will use attacks that will destroy his shield. The remaining option is to use more mana to use Blink. The questions that remains are: How much mana has already been used in this process? It's safe to jump into ether now? Can any spiritist in ghost form troll him while he runs in the ether? Could he be using some aura, keeping walkers under control? Would it be feasible to use everything together? The answer is no. Several options were added, but the mana drain prevents a player from trying to use everything at the same time, thus having to restrict himself to a playstyle, whether necessary for the situation, or something that really pleases him...

For those who don't yet have experience with magic in this game, I suggest you watch this video and pay specific attention to mana consumption and management. Regardless of what some people think, mainly for ego reasons, it is indisputable that for those who follow the high-level PVP scenario in Mortal Online 2, Demra is one of the examples of a skilled mage. This video contains some fights between guilds recognized for their PVP skills, such as Nightfall, Levia and Reign (some ex CTX and Taarenhal).


Even fighting over tournament rules and adopting strategies consistent with the rules, it is clear that mana is a resource that needs to be very well managed. It is necessary to make the right decisions regarding its use for offensive purposes, because as soon as it runs out, all that is left is a walking healing bot.

Imagine what could be done with the proposed mechanics... At first some of them appear to be broken, but when this mana consumption is considered, it is possible to realize that they cannot be abused. Furthermore, I created forms of counterplay for all of them, be them for mages or melee fighters (as far as possible).

I am completely sure that if at least, from everything I suggested, Arcane Shield/Pulse and Blink are implemented, it will be perfectly possible to remove Tower Shield from mages and review how movement speed scales in this game, in the same way I had proposed.


https://mortalonline2.com/forums/threads/changes-that-must-be-made-considering-long-term-development-of-mo2-part-5-5-–-final-considerations.12613/


Of course, other defense mechanics could be launched in other schools, be they illusions (illusionism), instant teleport with cd (mentalism), some kind of trap (symbolism), melee combat (staff magic and animism). But at least now, there's no need to wait for Star Vault to “someday” launch an entire new magic school, but rather just 3 spells in existing schools. I'm tired of playing Someday Online 2...

And of course, all the changes proposed here:​


can easily (must) be applied to the magic rework of this game.

In short, the proposed changes aim to:
  • Introduce a magic defense and magic disengage mechanic, which can be used by different builds;​
  • Counterplay potential for all proposed scenarios and mechanics;​
  • Improve mage PVE capabilities;​
  • Encourage the use of light armor;​
  • Create new playstyles;​
  • Increase investment and commitment to the adopted playstyle;​
  • Provide greater immersion according to archetypes;​
  • Making old magical schools’ fun, functional, and unique in their own way;​
 
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