Hi everyone.
While waiting for the addition of magic to the game, I would like to know what new spells you would like to see in the game? I also want to share with you my ideas in this direction.
Most of you probably know how animals could be controlled in MO1: taming, the domination school of magic, and necromancer-summoned creatures. But what if you were given the ability to not just give orders like stand, attack, or follow me to the creature you control, but to directly control it as your character, to see the world from its eyes? Many of you have seen in the series "Game of thrones" such characters as VARG. Imagine if there was such magic in MO 2? Well, or many played WOW and there the priest has a mind control spell. I'd like to see something like this in MO 2, wouldn't you?
In the history of the Slavs, there was a Prince, the Magician Vseslav'evich. And it was not just a Prince, but a Prince who could turn into a wolf, i.e. he was a werewolf. In other MMOs there is such magic and I thought, imagine how it would be possible to implement this in MO 2? Turning into a wolf, a bear, or even a bull. How about this?
What to say, magic in MMO should not just be for show, it should be useful and fit into this world. I've always liked realism or something like it, although sometimes it can make the gameplay much more difficult. You don't know what I mean yet? I'm talking about the night in MO 2. What is in the first and second part of MO night is what makes you tense, whether it's moving from one city to another or exploring new territories or even fighting at night. All this is very difficult to do when you are walking or riding and you are surrounded by pitch darkness. The maximum that can be seen is a couple of steps and then if there is a torch. In this regard, I always wondered why not add the magic of a "cat's eye" to such a realistic world. What is this spell? It's just being able to see at night, almost like during the day. An example is the game DMoMM (Dark Messiah of Might and Magic), where the character has the very first spell.
In addition to the "cat's eye", you can add a spell such as: magic light (a glowing ball that follows the magician and illuminates the path).
Here I would also add "breathing under water", "walking on water" or, for example, turning water into ice. What is the latter for, you may ask? For example, you want to cross a river or lake. Then you can freeze the water under your feet and create a road of ice to cross the river / lake in a straight line.
I remember the developers talking about crowd control spells when the MO1 was being created. They didn't want to add this kind of spell. However, imagine a "quicksand Sarduca" spell that would work over an area (AOE). You could create real quicksand traps in the path of your enemies, forcing them to go around or get stuck in these Sands.
I remember meeting Ritualists in MO1. And it seems that MO1 was supposed to have ritual magic. But it didn't happen. And I've thought about it more than once. How it could be implemented. What rituals could be performed and so on. For example, I think it would be very interesting if the ritual would require the power of not one magician, but several. When 2, 3, 4 or more magicians combine to create something truly powerful and deadly that 1 Mage would not be able to do.
Imagine a picture: your Clan / Guild is attacking an enemy castle. The enemies disappeared behind high and strong walls, which you have repeatedly tried to take, but to no avail. And then the battle mages come out and begin their infernal ritual. They create a circle in the center of which they place a young, wild and unbridled stallion. The start of the ritual. The power that your 3 mages create is so strong that the animal is torn apart in wild agony. The soul of the animal rushes and rages with all its might, but the magicians combine their efforts not to let the soul out of the circle and subjugating it for a short time, direct all the rage of the spirit in the right direction. Towards the enemy's castle gate. The spirit breaks out of the circle in the right direction and, rushing through the clearing, flies into the gate, after which there is a deafening explosion, as if a stone was fired from a manganon.
The power of spells in MO1 could be seen in elementalists. I really like the idea of this school and how it is implemented. However, in MO1, there are a lot of attacking spells or spells that help in the attack, while there are not so many defensive spells. What gives you protection from magic in MO1? The psy parameter, reducing damage at a high parameter or giving a chance to resist. Next, Magic reflect is a spell that acts as a buff, i.e. it is hung on itself or a friend and weighs 15-30 minutes. If a spell is flying at you, the spell will be returned back to the person who threw it at you. The spell is worth not to say that much, but not a little. At the same time, it is unlikely that you will be able to use it actively, which means that you only have Heal for protection. Yes, there is still Corrupt, but this is just a DOT that deals periodic damage and does not allow the enemy mage to cast until he removes it from himself. I would like to see more opportunities to protect against magic with spells. What would it be an active spell, by the type of block / parry in a foot soldier. How can this be implemented? For example, I remember the well-known Skyrim and the Mirror spell. When playing as a mage and countering other mages, you constantly had to use a similar spell. But since there is a reflect in MO1, I think I would change this spell so that it would not reflect the spell back, but simply absorb it. The principle is simple. As soon as you see that someone is going to throw a spell at you, you press this spell and hold the button so that the spell hangs on you. If an enemy spell hits you, instead of taking away 50 life points, you lose 50 mana points.
Speaking of protection from magic, I came up with an idea, and why the game does not have for example spells that create an area without magic. The Sorcerer class has something similar in TESO. Well, or for example, you could add the spell "Silence", which is imposed on the enemy magician, he would not be able to cast spells for a certain period of time.
I understand that these are just my ideas and someone may not like them, but someone will like them. That's why I created this theme. Please join the discussion.
P.S. I would be happy to see the developers ' opinion on this topic.
While waiting for the addition of magic to the game, I would like to know what new spells you would like to see in the game? I also want to share with you my ideas in this direction.
Most of you probably know how animals could be controlled in MO1: taming, the domination school of magic, and necromancer-summoned creatures. But what if you were given the ability to not just give orders like stand, attack, or follow me to the creature you control, but to directly control it as your character, to see the world from its eyes? Many of you have seen in the series "Game of thrones" such characters as VARG. Imagine if there was such magic in MO 2? Well, or many played WOW and there the priest has a mind control spell. I'd like to see something like this in MO 2, wouldn't you?
In the history of the Slavs, there was a Prince, the Magician Vseslav'evich. And it was not just a Prince, but a Prince who could turn into a wolf, i.e. he was a werewolf. In other MMOs there is such magic and I thought, imagine how it would be possible to implement this in MO 2? Turning into a wolf, a bear, or even a bull. How about this?
What to say, magic in MMO should not just be for show, it should be useful and fit into this world. I've always liked realism or something like it, although sometimes it can make the gameplay much more difficult. You don't know what I mean yet? I'm talking about the night in MO 2. What is in the first and second part of MO night is what makes you tense, whether it's moving from one city to another or exploring new territories or even fighting at night. All this is very difficult to do when you are walking or riding and you are surrounded by pitch darkness. The maximum that can be seen is a couple of steps and then if there is a torch. In this regard, I always wondered why not add the magic of a "cat's eye" to such a realistic world. What is this spell? It's just being able to see at night, almost like during the day. An example is the game DMoMM (Dark Messiah of Might and Magic), where the character has the very first spell.
In addition to the "cat's eye", you can add a spell such as: magic light (a glowing ball that follows the magician and illuminates the path).
Here I would also add "breathing under water", "walking on water" or, for example, turning water into ice. What is the latter for, you may ask? For example, you want to cross a river or lake. Then you can freeze the water under your feet and create a road of ice to cross the river / lake in a straight line.
I remember the developers talking about crowd control spells when the MO1 was being created. They didn't want to add this kind of spell. However, imagine a "quicksand Sarduca" spell that would work over an area (AOE). You could create real quicksand traps in the path of your enemies, forcing them to go around or get stuck in these Sands.
I remember meeting Ritualists in MO1. And it seems that MO1 was supposed to have ritual magic. But it didn't happen. And I've thought about it more than once. How it could be implemented. What rituals could be performed and so on. For example, I think it would be very interesting if the ritual would require the power of not one magician, but several. When 2, 3, 4 or more magicians combine to create something truly powerful and deadly that 1 Mage would not be able to do.
Imagine a picture: your Clan / Guild is attacking an enemy castle. The enemies disappeared behind high and strong walls, which you have repeatedly tried to take, but to no avail. And then the battle mages come out and begin their infernal ritual. They create a circle in the center of which they place a young, wild and unbridled stallion. The start of the ritual. The power that your 3 mages create is so strong that the animal is torn apart in wild agony. The soul of the animal rushes and rages with all its might, but the magicians combine their efforts not to let the soul out of the circle and subjugating it for a short time, direct all the rage of the spirit in the right direction. Towards the enemy's castle gate. The spirit breaks out of the circle in the right direction and, rushing through the clearing, flies into the gate, after which there is a deafening explosion, as if a stone was fired from a manganon.
The power of spells in MO1 could be seen in elementalists. I really like the idea of this school and how it is implemented. However, in MO1, there are a lot of attacking spells or spells that help in the attack, while there are not so many defensive spells. What gives you protection from magic in MO1? The psy parameter, reducing damage at a high parameter or giving a chance to resist. Next, Magic reflect is a spell that acts as a buff, i.e. it is hung on itself or a friend and weighs 15-30 minutes. If a spell is flying at you, the spell will be returned back to the person who threw it at you. The spell is worth not to say that much, but not a little. At the same time, it is unlikely that you will be able to use it actively, which means that you only have Heal for protection. Yes, there is still Corrupt, but this is just a DOT that deals periodic damage and does not allow the enemy mage to cast until he removes it from himself. I would like to see more opportunities to protect against magic with spells. What would it be an active spell, by the type of block / parry in a foot soldier. How can this be implemented? For example, I remember the well-known Skyrim and the Mirror spell. When playing as a mage and countering other mages, you constantly had to use a similar spell. But since there is a reflect in MO1, I think I would change this spell so that it would not reflect the spell back, but simply absorb it. The principle is simple. As soon as you see that someone is going to throw a spell at you, you press this spell and hold the button so that the spell hangs on you. If an enemy spell hits you, instead of taking away 50 life points, you lose 50 mana points.
Speaking of protection from magic, I came up with an idea, and why the game does not have for example spells that create an area without magic. The Sorcerer class has something similar in TESO. Well, or for example, you could add the spell "Silence", which is imposed on the enemy magician, he would not be able to cast spells for a certain period of time.
I understand that these are just my ideas and someone may not like them, but someone will like them. That's why I created this theme. Please join the discussion.
P.S. I would be happy to see the developers ' opinion on this topic.