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The Magic of Thedas... My thoughts on the future, past, and current dreams in the fade.


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mutantspicy

mutantspicy
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I'm dreaming of the past, future and stuck in the fade.  
 
What you'll see here is not a request to change DAI, as it would require a level of change to big for what was presented. However, this a dream of where this game could go given the new combat mechanics. I like them btw.  I just have a problem with how the magic doesn't line up with the lore presented in previous iterations of the DA world.  Generally, I'd like to go back to old schools of magic from DAO and integrate them with the gameplay of DAI.  However, the mage gameplay in my view is behind the times and needs to move forward so one has to accept my proposal for game mechanics moving forward.  The details need to be worked out, of course, mainly with the passive stat boosts.  But damn I spent a lot of time working this out for some reason, so I'd like the communities thoughts.
 
General Mechanic Change for spells
 
Based on the idea of charging a spell with mana to alter or increase its effect.
You will hold the preset key to charge with mana then release to cast the spell.
It would be tiered in 3 phases. Obviously with this spell system mana becomes important which then leads to dialing back on offense for the creation/entropy trees which are below.
 
In Generic terms:
 
Tap >> Hold >> Hold Longer then release.
Blast >> Small AOE(cone) >> Large AOE (large range causing debilitating effects + dmg) 
 
Mage animations would be your visual cue to determine how much you've charged the spell.  Wand blast >> Waving of hands + chant >> Pull out magic book.
 
Because of this mechanic you can assign multiple spells to the same key allowing for ALL of the ORIGINSal schools of Thedas to be used in the game. 
 
For example, the primal would look something like this:  
 
Primal
 
Primal: 1st Level (Each of the four elements represents one 1 slot on the skill bar, the higher levels are activated by holding the button and drawing mana.)
 
Fire - Immolate >> Fireball  >> Inferno
Earth - Stonefist >> Gust of wind >> EarthQuake
Cold - Winter's Grasp >> Cone Of Cold >> Blizzard 
Lightning - Lightning Bolt >> Chain Lightning >> Tempest
 
Each of the spells above can still be upgraded similar to how they are in Inquistion.  For the spells from DAO the upgrade effects would have be to determined.  For example because its new :  Gust of Wind would be a cone that knocks down enemies in its path and the upgrade would pick up debris and rocks to create a damage and bleeding effect.
 
Primal: 2nd Level (Passives)  In general there won't be alot of passives here only one with an upgrade that boosts that element.  There would be more passives in other schools (Creation(buff)/Entropy(anti buff))
 
Fire - Pyromancer (spell bonus to fire)  >> Fire Sheathe (burns attackers)
Earth - Communer (spell bonus to knock down effect) >> Rock Armor (a little less than current RA)
Cold - Frost Mastery (spell bonus to cold) >> Ice Armor
Lightning - Conductivity (spell bonus to electric) >> Static Charge
 
 
Primal: 3rd Level (Walls >> Glyphs >> Paralysis) once again using the mana charging mechanic and each represents 1 slot.  Tap >> Hold >> Hold Longer
 
Fire - Wall of Fire >> Fire mine  >> Inferno
Earth - Wall of Stone >> Quick sand >> Petrify
Cold - Wall of Ice >> Ice Mine >> Hypothermia
Lightning - Static Barrier >> Shock Trap >> Static Cage
 
_____________________________________________________________________________________________________________________________________________________
 
Spirit
 
Spirit: 1st Level  (single target >> small aoe or cone >> team or large aoe)
 
Anti-Magic - Dispel Magic >> Dispel Magic(cone) >> Dispel Magic (team)
Fade Magic - Blink (blink into the fade causing enemies to miss) >> Fade Step >> Dream Weaver (Short Timestop for enemies)
Spirit Magic - Barrier >> Barrier (area) >> Mana Cleanse (stripping mana from all who enter upgrade mana control (enemies only)) 
Telekinesis  - Mind Blast >> Telekinesis (similar to Gust of Wind) >> Mind Storm (a whirl wind of telekinetic energy pushing all within towards the target center)
 
Spirit: 2nd Level (Passives) Need help with idears.
 
Anti-Magic  
Fade Magic      
Spirit Magic
Telekinesis
 
Spirit: 3rd Level  (single target >> small aoe or cone >> team or large aoe)
 
Anti-Magic Spell Shield (wall of antimagic) >> Mana Trap(traps depletes mana) >> Anti Magic Ward(team) 
Fade Magic Veil Shroud (line of fear for those cross) >> Glyph of Despair(weakness) >> Timothy Leary (waking nightmare) (random group effect - fear or confusion)
Spirit Magic   Summon Spirit fear >> Summon Spirit despair >> Summon Spirit pride (they have to be weaker then can be upgraded)
Telekinesis Force Wall >> Forceful Glyph (shoots enemy in random direction) >> Crushing Prison
 
______________________________________________________________________________________________________________________________________________________
 
Creation
 
Creation: 1st Level (single target >> Cone or small aoe >> Group or large aoe)
 
Healing - Heal >> Cone of Regeneration >> Revival
Enhancements - Heroism (atk) >> Heroic Force (Guard + cone) >> Aura of Heroism (Guard+/Atk+ area)
Summoning - Spell Wisp >> Bees of Thedas >> Super Bees
Mana*  - Rejuvenate >> Cone of Rejuvenation >> Mass Rejuvenation
 
*(may not be necessary to have this if we develop passives for barrier like DAI)
 
 
Creation: 2nd Level (Passives)
 
Healing Bonus to healing% from heal >> upgrade revived allies have full mana
Enhancements   Bonus to atk% from heroism >> Bonus guard from heroism 
Summoning Bonus to duration >> Bonus to dmg
Mana Bonus to max mana character >> Bonus to max mana party
 
Creation: 3rd Level (Passives)
 
Healing Revived allies have full health and mana
Enhancements    Bonus to atk% from heroism >> Bonus guard from heroism 
Summoning Higher level summons
Mana Bonus to max mana character >> Bonus to max mana party
 
______________________________________________________________________________________________________________________________________________________
 
Entropy
 
Entropy: 1st Level (single target >> Cone or small aoe >> Group or large aoe)
 
Debilitation Weakness >> aura of weakness >> Miasma
Hexes Confusion (guard (-)) >> Cone of Horror >> Ball of Confusion (Fear and Guard(-) randomized enemies)
Sleep Sleep >> Cone of Sleep >> Sleeping Cloud (randomized enemies)
Draining DrainLife >> Death Magic(cone) >> DeathCloud (curse of mortality combo)
 
Entropy: 2nd Level (passives)
 
Debilitation Bonus to atk on weakened (Character) 
Hexes Hexed enemies have reduce guard and barriers.
Sleep Crit chance bonus >> Duration
Draining Cooldown bonus >> Mana Drain
 
Entropy 3rd Level (Passives)
 
Debilitation Bonus to atk on weakened (Group) 
Hexes Hexed enemies are subject to all combo detonator effects.
Sleep Crit Dmg bonus >> Auto Crit
Draining Group Cooldown bonus >> Mana Drain