Ive been pondering for years how this game could have a real chance of seeing an improvement in the field of magic.
As a character who always leans towards magic, its only natural that I wish to see this lesser version of magic reanimated and refired to become something great and a bit more legitimate, if i do say so myself...
What this entails are 4 main things: Rebalance, Recalculate, Addition and Expansion.
I am aware that spell casting is limited by its 7 sub levels. 7? what do i mean by 7? 2 are HIDDEN. NOT USED.
This explains why its such a pain to level spellcasting past the 20s, even now with the xp boost, its still slow. Just a little faster now.
So what I would like to see happen is, a complete magic rethinking.
Really, its more simple than youd think to make magic better.
First, we add back the missing 2 sub magic levels. I would personally add Nature magic and a new form of magic I thought up.
Casters. Casting will be explained later.
Then we would need to reassociate these magics and make them smarter.
There are poison and acidic spells in affliction, however, I feel theyd be better suited in Nature.
I would change affliction to Dark, or Demonic magic and make all dark and evil magics be placed here.
Divination i would tweak to just Divine magic, cause divination is just a huge mouthful for even me (and i like big words)
This one would be entirely for undead and demon killing magics and possibly some healing like it still has.
With the right tweaks and spell associations, more spells can be created to fit the newer model for magic and expand the spell vocabulary by quite a bit.
Then we have recalculations, where we finally scale magic AS IT WOULD BE.
The concept is simple: Tier magic
Spellcasting and the sub levels of it would be subject to power increases at every tier interval; ie, 10 spellcasting makes all spells go up by 2x damage and every level along the way raises all spells by 1 damage (example) Same for sub levels, they add 1 damage per level and a tier increase at the tier of 10, so 10 sc and 10 fire makes the damage go up to 80 by this point.
By using a system like this, magic would finally come back into real use in the game as it deserves to be. Real power and real usefulness beyond level 5.
Lastly we have expansion. New magic sub levels and a reconfiguration of stats per sub level will unlock opportunity for more spells in every category and a real scaling system will allow for the magic to deal real damage and keep up with those who, at this present, are truly ahead of the game in their respective fields. (example bear claws and martial arts or bludgeon hammer with blunt weapons.)
Finally, but definately not least important and my current favorite aspect of the whole idea I have:
Casters!
What is a caster? A caster is a mage weapon, created with the most efficient magic-handling properties in mind to deal the most damage with minimal effort and non restraintive insets.
It can look like just about anything, but with one main exclusive feature: A barrel for loading magical ammo called 'Shells' and launching their magical effects out the other end, increasing their magical efficiencies and power by a certain amount.
Simpletons will think 'oh he just wants guns'. Well, i tell you what. If i could have figured out a better model for this, i would have. but this is the most versatile model you can have for something like this, and ill explain why now.
With casting, you would have to use your mana and materials gathered from specific maps or even random loots to craft your very own caster shells. These shells come in many shapes and flavors, but the most important feature to note is the interchangability mechanism. Similar to archery and crossbows, but for the sole purpose of magical uses. You change your ammo type to change your damage type as well as the power of your shots. Your caster also affects your power.
Now you might think this is too powerful or even not powerful enough. I assure you, as long as this exists, it will be perfect, or as close to perfect as itll get. It will only improve.
So as a caster with your new caster weapon and newly aquired shells, you feel like a boss, and for good reason.
I dont want this system to be too easy to use but easy enough to understand.
Casters themselves will also have the benefit of scaling, but it would encorporate everything that it means to be a caster.
Example: Caster level 10 sc level 20 and fire level 30 scaled damage would look like: T1 caster (stronger than default)
2x Damage + 2x damage caster multiplier = 4x multiplier, 20 sc 3x damage 30 fire 4x damage
so by shooting a T3 flame shell, you would create a spell strong enough to do 1440 damage
Also, Reload for sed gun is roughly 1-3 seconds (depending)
Disclaimer: These calculations are all still in the works for balancing and will be reworked as needed.
As ive been told, this is NOT an unrealistic damage at all
Remember folks: BEAR CLAWS, Upgraded Bludgeon Hammer. Nuff' said
As it stands, magic is roughly about 15x weaker than the suggested parameters ive presented and it tends to be annoying to get out dpsed by everyone else. (at the moment even swords seems to need better weapons)
So, heres my proposal. Look it over, rumminate on it. Ask yourself how much you love magic as-is right now compared to your actual favorite skills and tell me here if you believe these to be legitimate responses to helping re-evaluate magic and bring a new, proper balance to the system.
Ill do my best to help make it a reality, I just need all the support i can get.
As a character who always leans towards magic, its only natural that I wish to see this lesser version of magic reanimated and refired to become something great and a bit more legitimate, if i do say so myself...
What this entails are 4 main things: Rebalance, Recalculate, Addition and Expansion.
I am aware that spell casting is limited by its 7 sub levels. 7? what do i mean by 7? 2 are HIDDEN. NOT USED.
This explains why its such a pain to level spellcasting past the 20s, even now with the xp boost, its still slow. Just a little faster now.
So what I would like to see happen is, a complete magic rethinking.
Really, its more simple than youd think to make magic better.
First, we add back the missing 2 sub magic levels. I would personally add Nature magic and a new form of magic I thought up.
Casters. Casting will be explained later.
Then we would need to reassociate these magics and make them smarter.
There are poison and acidic spells in affliction, however, I feel theyd be better suited in Nature.
I would change affliction to Dark, or Demonic magic and make all dark and evil magics be placed here.
Divination i would tweak to just Divine magic, cause divination is just a huge mouthful for even me (and i like big words)
This one would be entirely for undead and demon killing magics and possibly some healing like it still has.
With the right tweaks and spell associations, more spells can be created to fit the newer model for magic and expand the spell vocabulary by quite a bit.
Then we have recalculations, where we finally scale magic AS IT WOULD BE.
The concept is simple: Tier magic
Spellcasting and the sub levels of it would be subject to power increases at every tier interval; ie, 10 spellcasting makes all spells go up by 2x damage and every level along the way raises all spells by 1 damage (example) Same for sub levels, they add 1 damage per level and a tier increase at the tier of 10, so 10 sc and 10 fire makes the damage go up to 80 by this point.
By using a system like this, magic would finally come back into real use in the game as it deserves to be. Real power and real usefulness beyond level 5.
Lastly we have expansion. New magic sub levels and a reconfiguration of stats per sub level will unlock opportunity for more spells in every category and a real scaling system will allow for the magic to deal real damage and keep up with those who, at this present, are truly ahead of the game in their respective fields. (example bear claws and martial arts or bludgeon hammer with blunt weapons.)
Finally, but definately not least important and my current favorite aspect of the whole idea I have:
Casters!
What is a caster? A caster is a mage weapon, created with the most efficient magic-handling properties in mind to deal the most damage with minimal effort and non restraintive insets.
It can look like just about anything, but with one main exclusive feature: A barrel for loading magical ammo called 'Shells' and launching their magical effects out the other end, increasing their magical efficiencies and power by a certain amount.
Simpletons will think 'oh he just wants guns'. Well, i tell you what. If i could have figured out a better model for this, i would have. but this is the most versatile model you can have for something like this, and ill explain why now.
With casting, you would have to use your mana and materials gathered from specific maps or even random loots to craft your very own caster shells. These shells come in many shapes and flavors, but the most important feature to note is the interchangability mechanism. Similar to archery and crossbows, but for the sole purpose of magical uses. You change your ammo type to change your damage type as well as the power of your shots. Your caster also affects your power.
Now you might think this is too powerful or even not powerful enough. I assure you, as long as this exists, it will be perfect, or as close to perfect as itll get. It will only improve.
So as a caster with your new caster weapon and newly aquired shells, you feel like a boss, and for good reason.
I dont want this system to be too easy to use but easy enough to understand.
Casters themselves will also have the benefit of scaling, but it would encorporate everything that it means to be a caster.
Example: Caster level 10 sc level 20 and fire level 30 scaled damage would look like: T1 caster (stronger than default)
2x Damage + 2x damage caster multiplier = 4x multiplier, 20 sc 3x damage 30 fire 4x damage
so by shooting a T3 flame shell, you would create a spell strong enough to do 1440 damage
Also, Reload for sed gun is roughly 1-3 seconds (depending)
Disclaimer: These calculations are all still in the works for balancing and will be reworked as needed.
As ive been told, this is NOT an unrealistic damage at all
Remember folks: BEAR CLAWS, Upgraded Bludgeon Hammer. Nuff' said
As it stands, magic is roughly about 15x weaker than the suggested parameters ive presented and it tends to be annoying to get out dpsed by everyone else. (at the moment even swords seems to need better weapons)
So, heres my proposal. Look it over, rumminate on it. Ask yourself how much you love magic as-is right now compared to your actual favorite skills and tell me here if you believe these to be legitimate responses to helping re-evaluate magic and bring a new, proper balance to the system.
Ill do my best to help make it a reality, I just need all the support i can get.