Sharpedge
Prophet
- Joined
- Sep 14, 2018
- Messages
- 1,061
DD is a very poor example of balance. I really enjoyed the "feel" of the combat in that game, the classes were very distinct in how each of them played, but within each class, a specific subset of powers were clearly superior to others. Easy examples from the classes I actually bothered to play:Fuck, Warriors with 3 slots were completelly fuck, and Fighter's Dragon's Maw was so ridicolous strong you could spam it non-stop, eat some mushrooms, repeat, and you fucking win the game.
I strongly agree. Sorcerers that uses only one weapon(archistaff) can have 6 skills. My point was not to compare DD warriors to magick archers, but to compare a magick archer skill usefulness depending the situation.
- Mystic Knight - Great Cannon + Holy Counter.
- Ranger - Tenfold Arrow.
- Strider - Hailstorm Volley (large enemies) or Fivefold Arrow (small enemies).
- Sorcerer - Holy Focused Bolt.
- Magick Archers - Ninefold Bolt.
I agree, I don't think it is ever likely a system similar to this will be implemented in a mainstream game, which is sad however hopefully in some niche title we could see something similar to this despite the (obvious) criticism it would cause.This on the other hand is a far more interesting topic, development of new magic systems which currently don't exist on games. I have thought about the mana system before and I think one that could be interesting would be a modified version that functions similarly to the spirit eater curse in MotB. The more mana a spell costs to cast, the greater it increases your "addiction" to mana, which decreases some meter and inflicts some penalties. This incentivizes a player to use magic more sparingly and not not just spam magic all the time. It also solves the problem of rest spamming (because resting will further the addiction) and it allows for powerful magic to exist, as you could have powerful spells which greatly increase the addiction and cause heavy player penalties for casting them.
Interesting idea but the problem is that the players could easily fuck themselves over by abusing magic when they are new at the game which would then come to bite them in the ass later. Perhaps players should be able to periodically permanently reduce or reset their mana addiction. For example players get super-addicted to magic which cripples their character, then find an item that lets them reset and learn to be more careful in the future.
The other dowside is that the mechanics would be hated by normies everywhere like the original MoTB curse. They can understand concepts like "you can't cast this spell because you don't have enough points" but "don't cast this spell over and over, you will regret it in 2 hours" is much more difficult to comprehend.
I will have to take a look at that. Sounds like something I would be interested in playing.I have thought about the mana system before and I think one that could be interesting would be a modified version that functions similarly to the spirit eater curse in MotB. The more mana a spell costs to cast, the greater it increases your "addiction" to mana, which decreases some meter and inflicts some penalties. This incentivizes a player to use magic more sparingly and not not just spam magic all the time. It also solves the problem of rest spamming (because resting will further the addiction) and it allows for powerful magic to exist, as you could have powerful spells which greatly increase the addiction and cause heavy player penalties for casting them.
I know a game with something similar to this. The jrpg Breath of Fire V: Dragon's Quarter has the D-system. The protagonist has the power of adopting a draconian form, which is a "I win" button. Like, literally, there is not a single enemy than can kill you once you transform and you can 1-hit anything, even bosses. The problem is, it increases you D-counter when you use it. The D-counter is always increasing through the game, functioning as a sort of time limit, and transforming makes it go even faster. And once it reaches 100%, you are killed and forced to restart the game. You are also pitted against enemies far more powerful than you (party level 30 against level 80+ bosses), so the game forces you to be smart to avoid using the transformation, but will try to temp you in doing so. Saves are limited, objects are limited, and fights are limited too, so you cannot grind. To gain more experience you have to fight big groups of enemies at the same time, but it is of course more risky, and dying means starting over from the beginning. Is quite an interesting game, but it failed because it was too different from others Breath of Fire and the time limit and resets weren't liked by many.
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