There is a metallic flag... Hooray! Will adjust those to work properly for beta then.
The beta version will have icons. (stolen from existing talents)
I should really put together my own icons, or at least recolour them, but I find the design and coding more fun.
What antimagic stuff reduces spellpower?
My feedback meter decays into coding. Give me feedback and I make mods.
Resource costs are too high. Look at wymics or summoner for examples. Basic skills should only be 2-5 to use not 10.
Also on the note of icons, simply changing some colors in the icons can make all the difference. Like prism and natural gem skills could be same but with different colors.
Maybe take a look at stone wardens ( use character vault if not a donor). Many of your skills could be changed to use a combination of mana/equilibrium or stamina/equilibrium. Also, antimagic talents scale off mindpower instead of spellpower so you may want to copy the sources of them and make spellpower versions(i would reduce power some since spellpower seems easier to come by)
Wouldn't Willpower be a better selection for the Druid as they believe in the natural and dislike the unnatural (Spellpower)? This way they could actually use AM items. Although I'm not sure if anything is too strongly tied to Magic to be moved to Will.
The thing with this class, is they're cursed with the magical gift anyway, so they use the magic to support the natural order. I see them as using the unnatural gift they've been given to set things right. Sometimes it would take magic to undo magic. I would say nature herself would understand the need, but the bigots at Zig wouldn't... It also creates characters with a deep hatred for their own abilities (at least some of them). In a more story driven setting, this would be a lot of fun.
Costs aren't totally horrible, your spells are for support, not nuking. Yes, you can use them for your offense, but your not meant to blast everything with nature. Or at least that's what I kept arguing in the original suggestion/brainstorming topic. I rather like the way they are now, and the lowered EQ cost on sustains makes the early game much more manageable. Not sure how that would play out in the late game however. Remains to be seen.
Also, I mentioned earlier that cave-in seems to be influencing some knockback, but I can't seem to replicate it. Also, Cave-in might need a EQ cost buff, or a damage nerf. (Prefer the former to the latter.) Really too early to tell for sure though. It seems unusually strong, but it may just be me.
Can we get a range description for bolts from the blue?
And can we add some way to see whether an item is/isn't metal ingame? Not sure if that's doable from your end, or something DG would have to manage. Yeah, it's obvious if it's called 'steel' or 'iron' or whatever, but some of the artifacts REALLY aren't clear. (including some on your list in the bug report HousePet)
Also, I vote AGAINST giving them mana. They're a wilder, which is sort of against mana in the first place. I don't mind if there is 'magical forces' imbued in there abilities, because mana is actually a part OF nature. (Read the in-game lore "What Is Magic?"), but they aren't approaching these forces through an arcane route, and as such, mana doesn't really fit.
Also, from a gameplay perspective, they would have no means for restoring there mana, unlike stone warden, and they already have cost issues on some abilities. Tying mana into that on top of it would be hell to try and balance and manage.
EDIT: Ninja'd.
Last edited by Crim, The Red Thunder on Wed Mar 06, 2013 11:25 pm, edited 2 times in total.
whats unnatural about magic or spellpower? Brush up on the games lore magic is as natural as wild gifts they all stem from the same source. Corruption (Blight / Vim) is what is unnatural, blight is literally just a corruption of nature. Makes total sense that druids are comfortable with Magic.
Nope. Wildgifts are Eyal's planet-mind, which is pretty much the definition of "natural" in the sense of "in tune with nature", going "here's a special christmas present for being so good this year". Magic, all forms of arcane magic, is humans going "- you mom I'll do what I want!" and then taking a joyride in the car. Corruptions are basically doing that with ritual animal sacrifices to Satan and upside-down crosses and blasting death metal.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
phantomglider wrote:Nope. Wildgifts are Eyal's planet-mind, which is pretty much the definition of "natural" in the sense of "in tune with nature", going "here's a special christmas present for being so good this year". Magic, all forms of arcane magic, is humans going "- you mom I'll do what I want!" and then taking a joyride in the car. Corruptions are basically doing that with ritual animal sacrifices to Satan and upside-down crosses and blasting death metal.
Crim, The Red Thunder wrote:Also, I vote AGAINST giving them mana. They're a wilder, which is sort of against mana in the first place. I don't mind if there is 'magical forces' imbued in there abilities, because mana is actually a part OF nature. (Read the in-game lore "What Is Magic?"), but they aren't approaching these forces through an arcane route, and as such, mana doesn't really fit.
Again, Go read that Lore. If you read it, it explains that magic is an integral PART of nature, and that what you call wild-gifts, like a dragon breathing fire (or a wyrmic doing the same thing) is merely a different way of approaching the magic that permeates the world. Why don't people READ that lore? Is 10 gold or something too expensive?
That would be the one from Angolwen, right? Who...are really, really invested in saying that magic is totes okay, y'all.
By contrast, there are posts by darkgod and others involved in the creation of the game that explicitly state that nature really hates magic because it's breaking the rules.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Magic is breaking the rules, Wild-Gifts are using the rules to your advantage.
Both use Mana in essence, your willpower over the world. The Mana bar represents how much you can change things before you are worn out, the Equilibrium bar measures how much you can change things before you are messing up Nature.
Druids tread a fine line between the two.
Magic can be used to aid Nature.
Wild-Gifts can be exploited too much and cause Equilibrium failures.
Both resources can be used for and against Nature.
Nature would prefer that people didn't go around messing with magic and created Arcane Disrupting as the stick and Psionics as the carrot.
That Nature has not destroyed all Mana channels after the Spellblaze suggests that maybe it isn't as bad as Zigur would like to think...
Also, I'm considering removing the sustain costs for the sustains that increase your Equilibrium over time.
Cave In moves stuff around like the Sand Drake Aspect talent, so it seems to do weird things.
My feedback meter decays into coding. Give me feedback and I make mods.
Something I haven't heard you fix yet is the synergy between the light damage to whole screen every turn and spell procs. (Eel skin in particular, but the crystal set would do it too, as would black robe, life drinker, and anything else with a spell proc.) Can you rig it so that the sustain will only proc once per turn? I know that's not really FAIR, but it seems to be the best choice between no procs, or proccing on everything every turn. Or could you somehow put in some sort of catch to lower the chances of spellprocs on that (and similar future abilities.)? (So for that one ability, spell proc chances are cut in half, quarter, etc.) Not sure how either would be able to fit into existing code though.
Fixed metal/nonmetal weapons yet? Zephyr fix in the update? Not sure what else might be left to deal with yet.
Edit: Fixed summon timer? Not sure what else has been mentioned here that you haven't already said 'fixed' about. (Second waterspout bug I reported?)