Why Magic users will be OP compared to physical users
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@gothix Fair. Things could be "working as intended" if int/magic/whatever is op
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have they said we only will have mana?
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@albuswolfer As far as I remember but not every skill will use mana.
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@albuswolfer Pretty much. Mana is literally the random name the devs gave to "the meter you use when you use skills"
As Lovechildbell says, certain skills are supposed to be cheap to the point of being costless - I assume that we are talking about things like a "Flurry of Blows" ability from Martial Arts, (multi-hit that's slightly worse than a basic attack, but much faster), or "shield bash" out of Warfare - basic, bread and butter sorts of physical moves that anyone could do, but are just different enough to require some sort of cost or cooldown.
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@therippyone I would prefer if they did system similar to the Elder Scrolls, where you have a mana/magicka bar for magic and a stamina bar for physical attacks.
However, Skyrim did also make mages more overpowered than they should be.
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what if the resource is used between all abilities and spells. Make it similar to Energy (Ki), not the typical rogue energy. But more like (except the necromancer, it should use health).
Ok, nevermind, I'd prefer some schools have a special resource. I loved the Savage in DAoC that used Health to fuel spells (they had an ability that leeched Health to balance it) and Necromancy!
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@wolfkomodo46 yup, and I can get that, though, I can see why the devs are going the other way, too. short answer: extra variable tracking versus a need for free bandwidth to cover spikes in data flow (cause someone just altered the topography, and everyone needs to know it, stat)
But first, a single question - what issue are you addressing by adding the stamina bar?
The Elder Scroll Fatigue bar, as it exists in Morrowind, Oblivion, and Skyrim, is a nerf on fighters, meant to introduce strategy after it turned out that melee combat was a bit too brainless, and warriors too OP in general, in the first two games. Given that we are already worried that mages will be OP, this seems like a weird thing to ask for, though I'm pretty sure that that's not your intention. (side note: what Fatigue did in the first two games was give characters a reason to sleep and use an inn. For that purpose, it mostly failed in the first game, and became weirdly lethal in the second XD Also, we already are going to have this sort of meter in Fractured, though it's going to cover things like eating and exposure, as well as tiredness, from what we've been told).
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@therippyone
Morrowind! What an atmospheric, immersive RPG, except perhaps for sky racers (or were those cliff racers?)....
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maybe if the schools have passives too, and if the physical schools have more habilites or at least enough to be close to the number of magics, it would help.
but they need to avert the linear warrior quadratic mages trope
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@albuswolfer yup. Now, all the passives are on a tree, not part of the 400/1200, so the balance will hopefully put more skills into each of the 5(~ish) physical groups, than the 9 magical ones.
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@therippyone yeah, but the schools should have some passives too, specially the phys ones, but weapon and armor bonuses.
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@AlbusWolfer And why only schools?
Probably the only thing i liked about League of Legends was that many active abilitiesalso came with passives. I dont know whether Talents in passive talent tree will be gameplay changing like Keystones in Path of Exile (passives that gave something in exchange of something else - example: Blood magic - no mana, spells paid with life, Unwavering stance - can´t evade but can´t be stunned,...), or regular small stat bonuses (+5% hp, +10% attack speed), but i hope for the first variant. Or their combination. In case of the second possibility, passives in Abilities would deepen character customization or give more synergy to skills otherwise not complementing each other.
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So far, most of spells were quite meh, and you'd run out of mana after casting only few of them.
So I suggest we wait and see both knowledge system and refined magic system, before raising the alarm.
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@deusex2 said in Why Magic users will be OP compared to physical users:
So far, most of spells were quite meh, and you'd run out of mana after casting only few of them.
So I suggest we wait and see both knowledge system and refined magic system, before raising the alarm.
the other person replied to a year old post.
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@Jetah said in Why Magic users will be OP compared to physical users:
@deusex2 said in Why Magic users will be OP compared to physical users:
So far, most of spells were quite meh, and you'd run out of mana after casting only few of them.
So I suggest we wait and see both knowledge system and refined magic system, before raising the alarm.
the other person replied to a year old post.
Oh damn! LOL!!! Sorry man, didn't even looked at the dates
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Now there is someone researching the forums Nothing wrong with hashing out old topics with new eyes and ideas.
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@Farlander said in Why Magic users will be OP compared to physical users:
Now there is someone researching the forums Nothing wrong with hashing out old topics with new eyes and ideas.
but the topics were written and discussed with the knowledge, or lack of, at that time. It would be better to post a new topic with updated information!
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Why can't there just be magic-like abilities that scale with str?
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Definetley confused About how to use points come the 20th any advice on how it properly works would be amazing planning on being ranged mage type for sure...
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@Nyquil44 Given that we don't have a full understanding of the skills yet... that's something that is likely to come over time. For now, if you want to play a mage type, Int is a 100% solid choice, and beyond that it will depend on the abilities you like, the way you play, and such.