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New playstyle: Mage/Wizard R.I.P

23 replies [Last post]
Thu, 10/24/2013 - 15:00
Oskvion's picture
Oskvion

Has anyone ever thought of Spells in a way that isn't similar to bombs and guns? I doubt it, all the suggestions of anything related to the arcane in this game are far too similar to already existing items. I will probably think of more ways to make spells different as time goes by, but this is a rough suggestion of what I have been thinking.

Here are a couple of ideas I spent a while thinking about, starting with some things relating to spells.

Spells can be used in conjunction with other weapons, taking up one weapon slot.

Spells will fall into two categories, Attack and Support (More types may be included in the future when I hear other peoples thoughts).

Some ideas of attack spells (Just some ideas, will probably add more in the future and edit existing examples):

Shock beam: The knight shoots a constant laser like beam of electromagnetic energy dealing moderate elemental damage with a high chance to inflict shock amongst the target. You can cast it and move around with the beam still firing from your hand.

Fire ball: The Knight throws a fireball at the enemy, initially dealing damage to the target it hits, then having massive splash damage, sending fire in all directions. This would set monsters on fire very easily. If the fireball does not hit something after a certain time it is cast, it will dissipate into a puff of smoke. It would do very high damage in the initial radius of the blast but the destruction doesn't last long.

Some ideas of support spells:

Some types of healing

Team healing: Heals team members like the health pads when monsters are not present, but very slowly when monsters are present (1 pip every 5 seconds).

Heal self: Works the same as team healing except you are inflicting it on yourself.

Some other types of support (They last for a certain amount of seconds.)

Rage inducing spell: When cast, it sends a green projectile of energy with red orbs around it towards the monster and when it hits it the monster will be flown into a rage (Indicated by a red skull and crossbones above the monsters head) attacking other monsters and knights around it. Can be used as a distraction as monsters will attack the raging monster along with knights once the status appears. It cannot be used on boss monsters and the raging monster will still attack knights as will the normal monsters.

Sleep spell: This spell will lull monsters making them doze off into a light sleep that lasts for 7 seconds. The monster will not regenerate health but will instantly be aggravated if attacked. Does not work on boss monsters.

Shield Bubble: Works like the T3 Gremlin menders bubble, it will activate automatically once your shield is broken or you are on critically low health. It is basically a backup shield but it will not activate it if there is no monsters nearby.

All spells will use up magic, some drastically more than others depending on the power of the spell.

Remember, this is just a few ideas of spells. Unique spells can possibly be acquired by wearing certain magical armor sets. (The unique spells of the armors that have them CANNOT be used in PvP)

Spells can also be bought from the supply depot.

Now to craft spells, instead of buying a recipe, you will need to write a spell book (which is the recipe), then use alchemy orbs and a certain amount of crowns (larger sum than normal weapons) to learn the spell.
Spells can be created through alchemy machines.

This will add in new materials, and some materials (E.G. Owlite feathers and Philoso Feathers) will be included in crafting.
Spell books can also be found rarely in clockwork levels through random treasure block drops, but not as rarely as regular weapons. Good places to hunt for spell books would be places of knowledge, like Candlestick keeps, Scarlet fortresses and Firestorm Citadels.
(Weaker spells will be more common than strong ones, but they will all be rarer than alchemy orbs.)

Magic Bar: In order to not make Mage players overpowered, this will be included as bar underneath the shield bar (Can be toggled on and off, since not everyone will want to be a Mage.)

The magic bar regenerates, albeit slowly. The regeneration process can be sped up with magic gear (To what extent as of now, I have no idea). The magic bar could be increased permanently through some way. Other ways to increase the magic bar would be using equipment with the buff.

All players start with 50 magic and start with a weak attack spell to start them off if they want to play as a Mage.

This brings us to our next segment, armor changes.

Some sets will undergo some changes, but lets start with the Magic line.

Magic line changes:
Magic Cloak and Hood will get Increased Magic Regeneration: low and + 50 Magic per piece.
Elemental Cloak and Hood will get Increased Magic Regeneration: low and + 50 Magic per piece.
Miracle Cloak and Hood will get Increased Magic Regeneration: low and + 100 Magic per piece.

Wearing a full Miracle set will give the ability to have a second auto revive, once every 20 minutes. Second auto revives are used automatically once per floor when the player dies a second time. You cannot use more than two auto-revives per floor.

(This suits description of being able to grant a miracle to its wearer in a time of need.)

Chaos Cowl and Cloak will be undergoing some much needed changes with Increased Magic Regeneration: Medium, Attack spell damage bonus: Medium and Magic + 150 per piece instead of a universal bonus on all weapons. This will make the Mad Bomber set useful again.

Wearing a full Chaos set will grant the knight a unique spell called Chaotic Vortex. Casting this spell will make three small black holes similar to Graviton bombs and shoot them in random directions.

Once they have been shot out, they will bounce around the room at an incredible speed, sucking in all monsters that get near it. If a monster is drawn in to the vortex, it will constantly take damage of a random type every time damage is taken with a chance of a random status effect to be inflicted.

Any monsters that survived the damage will then take a large amount of random damage when the black holes dissipate.

To balance this overpowered attack, it will use up all magic and can only be used once every 7 minutes.

Grey feather set will get Increased Magic Regeneration: High and + 200 Magic per piece.

The unique spell you get from wearing a full set is called Arcane block. When cast, it creates a large hazy scarlet AoE around the knight which will sent any monsters near or inside the AoE flying across the room. (Similar to Leviathans blades knockback without the damage.) Will use 150 magic and can be used every 2 minutes.

Divine set will get Normal/Shadow resistance, Spell Damage Bonus: High, Magic regeneration: Low and + 200 magic per piece.

The special spell wearing a full set of Divine is called Holy righteousness. When cast, it creates a very bright sunny AoE that stuns monsters and sends elemental damage dealing projectiles in all directions. When the AoE wears off, it explodes into a bright burst setting anything in the radius on fire.

Can be used once every 5 minutes, and will use up 200 magic.

Arcane Salamander:

Arcane Salamander set will get Spell Damage Bonus: Low, Magic Regeneration: High and + 500 magic per piece, instead of its redundant Damage bonus VS Slime and Beast: Low.

It's unique spell is called Arcane Fire burst, When cast, it sends eerie blue fireballs in all directions floating slowly towards the targets relevant to its tracking ability which will target the monsters that either the closest to the knight, have dealt the most damage to the knight or both. When a monster is hit by one of these, it will begin to rotate around the monster. When it has rotated a full 360 degrees around the monster, it will explode into a blue blaze, dealing arcane fire damage.

Arcane fire differs from normal fire in that it always does strong fire damage and nothing is resistant or weak to it, which means you can use this attack effectively on fire-themed monsters.

Will use up 500 magic and can be used every 3 minutes.

This is my suggestion so far, but I will think of more ideas for different sets: (E.G. Angelic and Skelly sets)

I will also think about some weapons in order to help the player with spell casting. (E.G. A magic absorbing fast hitting dagger).

Thu, 10/24/2013 - 15:21
#1
Battlegrinder's picture
Battlegrinder

No. Grossly overpowered, unwanted, and gimmicky. Go play WoW if you want this.

Thu, 10/24/2013 - 15:29
#2
Oskvion's picture
Oskvion
Instead of shooting down my

Instead of shooting down my suggestion, perhaps you could contribute your thoughts to it so I can make it better. As I said its only a rough idea as I had no idea how the community would react to it.

I don't even know what "WoW" is by the way.

Thu, 10/24/2013 - 15:40
#3
Bitsbee's picture
Bitsbee

You probably wouldn't want Hahn to share his perspective on this, then...

Thu, 10/24/2013 - 16:20
#4
Valorai's picture
Valorai
-1 +1

I don't want this.
I want this.

I want OOO to do this, but I don't. I'd much rather have them working on more content instead of another class.

Thu, 10/24/2013 - 17:29
#5
Benkea
+1

+1

Thu, 10/24/2013 - 17:39
#6
Oskvion's picture
Oskvion
@Valorai I know OOO has a lot

@Valorai I know OOO has a lot on their plate right now in terms of content, but I thought I should suggest it anyway since most peoples idea of a Mage is too much like a gunslinger or a bomber.

Thu, 10/24/2013 - 17:51
#7
Battlegrinder's picture
Battlegrinder
Since you asked

Both of the attack spells you propose are identical to current weapons and sprite skill. Healing will never be allowed into the game, and the other support skills are either useless, identical to using a vial, or replaced by sprite skills. We don't need a mana system, it would only make masters more useless by limiting their offensive power. Since the rest of the ideas are bad, you can probably guess why the armor buffs need to go, especially the one for chaos (was that set not OP enough for you?).

OOO would have to work the game from the ground up to make this work, and they're not gonna do that.

Thu, 10/24/2013 - 18:04
#8
Popoixd's picture
Popoixd

No. *grumpy cat face*

Thu, 10/24/2013 - 19:31
#9
Sirius-Voltbreaker's picture
Sirius-Voltbreaker
Eh...+1

Nerf it a bit. Too strong. Especially the chaos. Is this allowed in ppvp?
Also arcane salamander makes drakon worsr then it is. Make it different.
And maybe moar spells? I'm interested.

Fri, 10/25/2013 - 05:10
#10
Oskvion's picture
Oskvion
My reasoning for suggesting

My reasoning for suggesting this is because I see so much references to magic in the game and there is actually no magic. What I am wondering is, how would you all think a magic system in the game would work if was ever implemented?

@Sirius-Voltbreaker I mentioned in my post that the armor special abilities are not allowed in PvP since Mages would be overpowered.
Also i'll probably think of ways to rework how the spells act since I don't know how I would categorize them into tiers.

Fri, 10/25/2013 - 06:41
#11
Khamsin's picture
Khamsin
.

Mage/wizard?

Guns/bombs/battle sprites.

Fri, 10/25/2013 - 09:13
#12
Dermog's picture
Dermog
@Battlegrinder

When you say "Healing will never be allowed in the game" I have a felling that you're completely denying the existence of the Seraphynx. But to this post, +1 seems like a good idea, and it does seem a bit overpowered and could use a little more work. ;)

Fri, 10/25/2013 - 10:38
#13
Battlegrinder's picture
Battlegrinder
@Dermog

As many players will tell you, the Seraphynx heart attack is far from a reliable means of healing (and on T3, even it when it works you won't get enough hearts to repair major damage).

Fri, 10/25/2013 - 12:10
#14
Oskvion's picture
Oskvion
Battlegrinder is right,

Battlegrinder is right, Seraphynx players who use heart attack appear to make no difference. But anyway, to those of you who have taken interest in this thread, I will be revamping some ideas soon.

Fri, 10/25/2013 - 14:59
#15
Battlegrinder's picture
Battlegrinder

You might be better off scraping the magic system as new weapon type, and instead have it be new sprites or sprite abilities. OOO will not add in a magic system like this, the game engine just isn't designed for it.

Fri, 10/25/2013 - 18:54
#16
Sandwich-Potato's picture
Sandwich-Potato
Besides...

How the truffle-duffle would OOO introduce this without ripping apart the plot so much that they might as well burn it?

"We just discovered an awesome ability in ourselves! No, this is not a cheesy plot thing to extort yet more money out of your pockets! What's that, you say? Have to buy wands for CE? Pshaw, that's because...well...

SMOKE BOMB! RUN!"

Sat, 10/26/2013 - 00:32
#17
Agra-Zero's picture
Agra-Zero
 

woops, double post

Sat, 10/26/2013 - 00:33
#18
Agra-Zero's picture
Agra-Zero
 

Ok, here we go... first on the list is the game name: Spiral KNIGHTS. Not Spiral Mages. Not Spiral Wizards, not even Spiral Warlocks. Please, we don't need to add spells to this game. If you want new styles of combat, I think you should add in new weapons. Why? Didn't you learn this in elementary school? KISS, Keep It Short & Simple. It was a writing technique, basically telling you not to waste words or something, but I feel the "simple" part really applies here. We don't need to add something into this game to make it more complex, harder to learn, and more confusing.
I'm not sure how you could make this better, other than removing the magical part of this post, and replacing it with technological theme. I can't speak for everyone, but I feel more of a technological sci-fi theme to this game, and I think it should stay that way. If you aren't going to change it, I would suggest magical monsters. Right now, we only have menders, but you could have, say, a gremlin mage, or a mythical beast, or magic themed traps added in as well.
AgraZero out, thank you for your consideration.

Sun, 10/27/2013 - 01:52
#19
Aotr's picture
Aotr
alot of sci-fi games have

alot of sci-fi games have tech wizards (spells all based off futuristic technology), but healing spells will never work in a game like spiral knights (we saw what happened when monsters could inflict sleep as a debuff)

Sun, 10/27/2013 - 07:53
#20
Shotjeer's picture
Shotjeer

No healing spells. The seraphynx has a gimmicky healing that only works with monsters around ya. Just ploping down a hp regen pad in the middle of nowhere is unbalanced.

The other stuff may or may not be balanced.

Sun, 10/27/2013 - 13:56
#21
Iamwierd
stoof

I love the idea except for the healing, chaos and divine spells. One thing though. Wrong game.

Sun, 10/27/2013 - 13:56
#22
Iamwierd
stoof

I love the idea except for the healing, chaos and divine spells. One thing though. Wrong game.

Sun, 10/27/2013 - 14:21
#23
Oskvion's picture
Oskvion
burying bad idea

Will bury this in the graveyard , it was a poor idea to begin with.

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