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Dare I ask: More magic?


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#26
Rotward

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In Exile wrote...

Rotward wrote...

Yea, the magic feels very limited. I don't think it's the magic system that's at fault though. Rather, there's very little opportunity to cast unique, prepared, or utility spells. When was the last time we saw a mage light a campfire, or prepare a ritual to bypass some ancient ward, or whatever? It's like magic is just an alternative to swords, most of the time.


Magic is an alternative to swords. A superior alternative. There's very little a game could do with magic that would be possible in an RPG. 

Situational uses might be nice. Rogues can unlock chests, pickpocket, and scout. Why doesn't magic have class unique applications?

Edit: and no, I don't mean substituing a rogue's utility, I really do mean class unique applications. Blood mages having extra convorsation options, entering areas that are blocked by wards, etc. 

Nuloen wrote...

x-aizen-x wrote...

more spells that effect the environment

in DA most magic is from Fade so its just illusion so it should not affect Thedas
but blood magic,entrophy or rune magic (used by sandal) is from Thedas
maybe rune magic will not even weaken the Veil

Magic isn't an illusion. Where'd you get that idea? Those dead people mages kill are really dead. 

Modifié par Rotward, 18 janvier 2014 - 10:49 .


#27
Fast Jimmy

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Variety is worthless if there's a clear winning option. 


Which is why things like Vancian casting, magical reagents, non-regenerating mana or even the idea I had posted in regards to the actual DA series where casting upper tier spells would require actual use of lyrium (which would cost money to buy or would need to be found by the player) in order to use.

Simply because spamming spells as fast as the cooldown allows (especially in the DA series, where mana regens between each fight) results in two things, usually concurrently: 1) the relegation to magic being nearl worthless for anything other than pure offense (just look at some of the spells you just flat never use in DA:O and, to a lesser extent, DA2) and 2) the nerfing of spell power, such that summoning a meteor storm from the sky scarcely does more damage than swinging a sword really hard.

Find a way to limit magic being used every fight and suddenly you can make it as insanely overpowered as it should be and don't have to worry about fighter classes being entirely worthless.

Modifié par Fast Jimmy, 18 janvier 2014 - 10:52 .


#28
In Exile

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Fast Jimmy wrote...
Which is why things like Vancian casting, magical reagents, non-regenerating mana or even the idea I had posted in regards to the actual DA series where casting upper tier spells would require actual use of lyrium (which would cost money to buy or would need to be found by the player) in order to use.


You know I'm with you on most of those things we talked about before, but I have to disagree about Vancian casting. It does nothing for changing the dynamic of mage combat - it just encourages hoarding. The majority of spells are still garbage. 

D&D is a better than DA:O in that some non-damage spells are really OP (like time stop), which is going in the right direction, but that has nothing to do with Vancian casting. 

Find a way to limit magic being used every fight and suddenly you can make it as insanely overpowered as it should be and don't have to worry about fighter classes being entirely worthless.


Right, but that's a different issue. We're talking about making magic feel more magical, and I think that to do that we need to change the character of the spells. 

#29
Fast Jimmy

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I'm not a hardcore advocate of Vancian, I was simply mentioning it as a deterent to abundant, unlimited access to magic all the time.

That being said, I don't think you can change the character of the spells without, alternatively, preventing the player from using the same three or four spells over and over and over again in combat, as nauseum. Otherwise there is little use of other spells when a Mage can throw up Gravitic Ring to group enemies away from any friendly units, then a unleash monster AoE spell like Firestorm over and over again. Which not only becomes a rather boring activity of repeating the same tactics all game (aside from Nightmare in DA2, which only required slightly different tactics because of random, obscure immunities like Maharishi being immune to fire) but also nerfs the mage class, since a spell like Firestorm doesn't wipe of mobs like one would even begin to suspect, oftentimes requiring two or three castings in one fight. Unlike Vancian (again, not advocating, just pointing to is as an example), which even when the Mage class first gains access to an uber-spell, limits them to casting it once a day... while in DA games, it simply means you can slide that spell in as your default attack to be used as often as possible.

Again - to change the character of the spells to not have them completely slanted towards simple offensive spells, you'd need to either further nerd said offensive spells in order to shift the balance to less damage dealing spells or you'd need to limit how often the player can use these uber spells.

#30
CybAnt1

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Here's what I'd like to see: more summoning spells, the return of shapeshifting magic, spells that create illusions, and yes, more utility spells ... meaning spells that are useful for something other than in and for combat.

And yes, though it is off topic, but raised here, I'd like to see the return of skills, as well as combat abilities, and spells. As long as we're sticking to DA's "class trinity" that it was what each class should be good at. Mages are the masters of spells, Warriors combat abilities, and Rogues should be the masters of trickery, stealth, and skills. Without being skill-masters, Rogues increasingly seem less distinct and more like "dex/DPS/dual-wield light-armor warriors". I also think Rogues should be better at making and more effective at using poisons than warriors. Also, they should be the ones doing all the dodging and tumbling on the battlefield.

Oh, and if you bring back skills, can we please have the return of Pick Pocket/Stealing? :innocent: Also, of course, Trap-Making, and Survival/Tracking.

Modifié par CybAnt1, 18 janvier 2014 - 11:56 .


#31
Rotward

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Fast Jimmy wrote...

Find a way to limit magic being used every fight and suddenly you can make it as insanely overpowered as it should be and don't have to worry about fighter classes being entirely worthless.

Instead of having mages sit out every other fight, make top level spells require preparation. If the mage wants to summon meteors from the sky, they need to set a trap and build power while the rest of the group kites enemies back to the kill zone. Then the spells they can use on the fly, like flames, can remain feasible when the player's being ambushed. 

#32
Fast Jimmy

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Rotward wrote...

Fast Jimmy wrote...

Find a way to limit magic being used every fight and suddenly you can make it as insanely overpowered as it should be and don't have to worry about fighter classes being entirely worthless.

Instead of having mages sit out every other fight, make top level spells require preparation. If the mage wants to summon meteors from the sky, they need to set a trap and build power while the rest of the group kites enemies back to the kill zone. Then the spells they can use on the fly, like flames, can remain feasible when the player's being ambushed. 


Do you think a Mage could pull that off every fight, multiple times? Even limiting the ability to cast one uber spell a fight would be a good system. If that's the case, then I don't see much of a problem with your idea, other than pretty steep penalties to interupting or failing such a setup. If a Mage using a powerful spell when they really need becomes such a chore that it is really difficult to even pull off, that could make Mages too hard to even play, meaning they would get shelved for most party selections. 

#33
Hellion Rex

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Fast Jimmy wrote...

Rotward wrote...

Fast Jimmy wrote...

Find a way to limit magic being used every fight and suddenly you can make it as insanely overpowered as it should be and don't have to worry about fighter classes being entirely worthless.

Instead of having mages sit out every other fight, make top level spells require preparation. If the mage wants to summon meteors from the sky, they need to set a trap and build power while the rest of the group kites enemies back to the kill zone. Then the spells they can use on the fly, like flames, can remain feasible when the player's being ambushed. 


Do you think a Mage could pull that off every fight, multiple times? Even limiting the ability to cast one uber spell a fight would be a good system. If that's the case, then I don't see much of a problem with your idea, other than pretty steep penalties to interupting or failing such a setup. If a Mage using a powerful spell when they really need becomes such a chore that it is really difficult to even pull off, that could make Mages too hard to even play, meaning they would get shelved for most party selections. 

That being said, Dragon's Dogma's casting system pulled it off pretty well. Also, wasn't there a skill in Origins that helped to stop your incantations from being interrupted?

#34
Fast Jimmy

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I believe Combat Training helped with that, yes.

I'd want to see a proof of concept before I'd endorse it wholeheartedly, but if it is a system that could be handle as part of managing the overall party, that sounds like a viable solution. But again - I think something would be needed to limit the use of the most powerful offensive spells for there to be a clear path to making magic have other uses other than pure damage-dealing offense, either in combat or out of it.

#35
Treacherous J Slither

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eluvianix wrote...

Fast Jimmy wrote...

Rotward wrote...

Fast Jimmy wrote...

Find a way to limit magic being used every fight and suddenly you can make it as insanely overpowered as it should be and don't have to worry about fighter classes being entirely worthless.

Instead of having mages sit out every other fight, make top level spells require preparation. If the mage wants to summon meteors from the sky, they need to set a trap and build power while the rest of the group kites enemies back to the kill zone. Then the spells they can use on the fly, like flames, can remain feasible when the player's being ambushed. 


Do you think a Mage could pull that off every fight, multiple times? Even limiting the ability to cast one uber spell a fight would be a good system. If that's the case, then I don't see much of a problem with your idea, other than pretty steep penalties to interupting or failing such a setup. If a Mage using a powerful spell when they really need becomes such a chore that it is really difficult to even pull off, that could make Mages too hard to even play, meaning they would get shelved for most party selections. 

That being said, Dragon's Dogma's casting system pulled it off pretty well. Also, wasn't there a skill in Origins that helped to stop your incantations from being interrupted?


Dragon Dogma's combat system supported the type of casting in the game by allowing the player to dodge attacks and find safe zones to nuke the room. Currently Dragon Age just has running as a way to avoid getting hit and there are no safe zones in combat. No ledge your caster can safely perch and send everyone to the heavens with a pretty tornado.

Dragon Age should have casting in which it's still the same way but you get a choice to either power up the spells you have or get new ones. So you can have tons of spells that take a long time to cool down or only a dozen or so that recharge pretty quick or something in between like your favorite and most handy spells recharge quick but the ones that are more situational you don't put much effort into so they recharge forever.

I got the idea from the Sorceror and Wizard in Forgotten Realms. The Wizard can learn spells by reading them in a book and can learn a near limitless amount of spells but once it's cast it can maybe only be cast again after resting. The Sorceror learns spells naturally and can reuse them again and again in the same day but they have a smaller spell list as a result.

#36
Sylvius the Mad

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In Exile wrote...

D&D is a better than DA:O in that some non-damage spells are really OP (like time stop), which is going in the right direction, but that has nothing to do with Vancian casting.

Also, the wide variety of utility spells in D&D was such that many of them had potential combat applications.  Like Heat Metal, or Hold Portal.

#37
Jackums

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Illusion-based magic, please.

#38
Treacherous J Slither

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JackumsD wrote...

Illusion-based magic, please.


Awesome avatar man. I want one!

#39
The Hierophant

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JackumsD wrote...

Illusion-based magic, please.

Agreed. I'd love to see some shoutouts from BG2 like Blur, Mislead, Invisibility, Project Image, and Simulacrum.

Plus an area effect fog spell that affects enemy fov, and attack would be nice too.

#40
Hellion Rex

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The Hierophant wrote...

JackumsD wrote...

Illusion-based magic, please.


Plus an area effect fog spell that affects enemy fov, and attack would be nice too.


Definitely. Kind of like the Blearing spell in Dragon's Dogma.

#41
The Hierophant

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^exactly.

#42
grumpymooselion

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Fast Jimmy wrote...

In Exile wrote...

Rotward wrote...

Yea, the magic feels very limited. I don't think it's the magic system that's at fault though. Rather, there's very little opportunity to cast unique, prepared, or utility spells. When was the last time we saw a mage light a campfire, or prepare a ritual to bypass some ancient ward, or whatever? It's like magic is just an alternative to swords, most of the time.


Magic is an alternative to swords. A superior alternative. There's very little a game could do with magic that would be possible in an RPG. 


I'd point to the Quest for Glory games as an RPG/adventure hybrid that had a great use of stats, skills and utility (as well as combat) magic. But those games were not party-based. 


The Quest for Glory series is a wonderful example of an RPG (albeit an RPG/Adventure hybrid) that used its stats, and abilities (spells) for more than just combat. Combat applications were there, and viable, but nearly every spell had purpose beyond combat. The duel with the Shaman in Quest for Glory III: Wages of War challenged you to a form of combat that begged you remember the alternative effects of your spells (especially since you could only use each spell once, in that particular duel).

Spoiler below, so take care for anyone that hasn't played the QfG series and might want to:

For example, Dazzle could blind an opponent or light an area, but it could also shatter an illusion. At one point the duel ring is shrouded in darkness, and you might immediately jump to use Dazzle to break the darkness, but later in the duel an illusionary snake assaults you. You needed to save Dazzle to deal with the snake, and use your Juggling Lights spell to break the darkness.

Other things like Trigger activating a magical function of an echantment in an area, like revealing a hidden ladder or dispelling a magical bush blocking your way, but also releasing all the magic in a magicall staff (causing a mass magical explosion) you could summon. All things you needed to keep in mind at different points in the series.

The detect magic spell worked well in revealing magic in an area that you might need to cast trigger on. The open spell could open things, much like a thief picking a lock, but they could do this at range and it could apply to more than doors (like the thorn cage in the magic duel in III). The Fetch spell could fetch a distant object to you, but it could also move an object from one location, to another, without bringing it all the way to you (great for the puzzle with the bells in Trial by Fire).

Reversal is an interesting one because it deflects/reflects spells cast directly at you, but not spells cast at you indirectly.  This not only protected you from direct spells, but could reflect a damaging or form changing spell back at an enemy, afflicting them with the effect instead.

Calm is another great one. It could calm an opponent, making them sit down or wander off or just take a nap. Too close and a monster might just 'calmly' eat you. Used more intelligently Calm could dampend the heat of a fire, so that it died out or was simply less dangerous. Great for AoE fire spells that were not directly launched at you, but instead lit the ground beneath you on fire, or ringed you in fire.

Even your typical combat spells like Flame Dart and Force Bolt had applications beyond combat. Force Bolt could bounce several times off of surfaces before running out of energy (great for the Glacier blocking your path during the Wizard trials in II). Flame Dark could be combined with Frost Bite (another combat spell) to rapidly cool down/heat up an object to make it more brittle/easy to shatter.

Then there's the Magical Staff ritual, that you have to get multiple ingredients for, perform a ritual to create, and then infuse all your spells into it. The spell then summons a staff that allows you to cast your spells for free at a power equal to the skill level you have in summoning the magical staff. A catch is that you can't move while it's summoned.  Once encounter has a Demonic Wizard fetch your staff away from you, and he's about to use it against you, forcing you to sacrifice your staff entirely to defeat him by casting trigger on it, since your magic isn't powerful enough to defeat him directly.

Levitate is a neat one. You go up and down. Well, you're able to levitate up and down. It's useful for getting up to a high place. You can't move around though. However, the smart hero can figure out a way to use wind and a bit of cloth to give them spell a bit of extra use, in certain situations.

Then you have Augment, which increases the skill level of a particular spell even if said spell's skill level is maxed out. Glide lets your feet, well, glide across water. There's also fascination, a spell that fascinates enemies, luring them toward it. It's great for distractions. You can combine Fascination with Boom (a spell that lobs a skull to a location, that will detonate when an enemy comes near it) to lure enemies to one one of the skulls. There's also RIP which lets a hero rest in peace, out in the wild, where otherwise they might be interrupted/attacked at night while sleeping in the wild.

Even attack spells like Dragon Fire, that don't have extra uses, have limitations and risks like being able to hurt yourself with them, and the fact that it will not work underwater. Thought to the spells and their functions, where and how they function and what the results can be.

Quest for Glory, as a series, did this very well.

#43
Nuloen

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Rotward wrote...

Nuloen wrote...

x-aizen-x wrote...

more spells that effect the environment

in DA most magic is from Fade so its just illusion so it should not affect Thedas
but blood magic,entrophy or rune magic (used by sandal) is from Thedas
maybe rune magic will not even weaken the Veil

Magic isn't an illusion. Where'd you get that idea? Those dead people mages kill are really dead.

Magic originates from the Fade, the realm where spirits
dwell and humans, qunari, and elves visit when they dream. Mana is a
measurement of one's ability to channel energy from the Fade, and this
energy is expended in the practice of magic.
Fenris will say after entering fade that none of this is real
so its killing people just by convicing theyre souls that they are dead

Modifié par Nuloen, 19 janvier 2014 - 09:53 .


#44
n7stormrunner

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Nuloen wrote...

Rotward wrote...

Nuloen wrote...

x-aizen-x wrote...

more spells that effect the environment

in DA most magic is from Fade so its just illusion so it should not affect Thedas
but blood magic,entrophy or rune magic (used by sandal) is from Thedas
maybe rune magic will not even weaken the Veil

Magic isn't an illusion. Where'd you get that idea? Those dead people mages kill are really dead.

Magic originates from the Fade, the realm where spirits
dwell and humans, qunari, and elves visit when they dream. Mana is a
measurement of one's ability to channel energy from the Fade, and this
energy is expended in the practice of magic.
Fenris will say after entering fade that none of this is real
so its killing people just by convicing theyre souls that they are dead



you fail da magic forever. no you throw a fireball your really throwing a fireball..

in fact outside one npc only spell they don't have  illusion type magic at all.. which is rather odd, I blame the templars.

p.s. before anyone asks, it the "teleporting" spell in da 2..  I seem to remember a someone saying it was just them using invisibility then running... 

#45
Boycott Bioware

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i don't think more magic is necessary, what DA need is less but unique magic

#46
Nuloen

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Qistina wrote...

i don't think more magic is necessary, what DA need is less but unique magic


DAO=81 spells +dlc
DAII=40 spells +7passive
and now some calsulations 81-47=34  47-34=13
DA:I=13 spells
are you pleased?:P

Image IPB
we need more spells

Modifié par Nuloen, 19 janvier 2014 - 03:49 .


#47
Rotward

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Nuloen wrote...

Magic originates from the Fade, the realm where spirits
dwell and humans, qunari, and elves visit when they dream. Mana is a
measurement of one's ability to channel energy from the Fade, and this
energy is expended in the practice of magic.
Fenris will say after entering fade that none of this is real
so its killing people just by convicing theyre souls that they are dead


Line one: sort of true.
Line two: true
Line three: close enough
Line four: true
Line five: true
Line six: huge jump in logic based on one comment by a warrior

Modifié par Rotward, 19 janvier 2014 - 02:38 .


#48
Nuloen

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Rotward wrote...

Nuloen wrote...

Magic originates from the Fade, the realm where spirits
dwell and humans, qunari, and elves visit when they dream. Mana is a
measurement of one's ability to channel energy from the Fade, and this
energy is expended in the practice of magic.
Fenris will say after entering fade that none of this is real
so its killing people just by convicing theyre souls that they are dead


Line one: sort of true.
Line two: true
Line three: close enough
Line four: true
Line five: true
Line six: huge jump in logic based on one comment by a warrior

warrior that used to be slave of powerfull mage in tevinter imperium "know your enemy"

apart from that using runes as source of power instead of fade will dont damage the Veil
but only Sandal knows how to use it

Modifié par Nuloen, 19 janvier 2014 - 02:48 .


#49
Rotward

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Nuloen wrote...

warrior that used to be slave of powerfull mage in tevinter imperium "know your enemy"

Except he doesn't. He can't cast magic, he can't remember most of his time in tevinter, he can't even read books on the subject. All he understands is what they do, not how. 

Your claim is simply false. Anders blew u a soulless building, remember? 

#50
CamlTowPetttingZoo

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AutumnWitch wrote...

I also would love spells that let us OPEN FREAKING LOCKED CHESTS. Uggg I can't stand the idea that Mages can blow people apart and shoot lighting from their hands but can't open a locked plain wooden box? Really?


Warriors should be able to just smash crates. Some would take more strength than others.

Modifié par CamlTowPetttingZoo, 19 janvier 2014 - 02:53 .