Indeed it was. It’s the same with the small bits of magic we have now. The God blessings. and the avatar summoning. 500 kills a piece. Not to mention the time and the alter sacrifices.
But that’s just the approach I’m talking about. We can summon a freaking God . We can create an impenetrable God shield. But no smaller ? More usable mechanic for it.
The list remains strong without turning the game into something else:p .
As I said before. Curses. Corruption poison… necromancy… summoning? The game has it all already I just think it should be more accessible to the players. With of course… the corresponding challange and effort.
There’s definitely room to improve on the existing magic without compromising the playability. It could even add a breath of life into playing. It could give players new things to reach for and experiment with.
The game is a patched quilt so it wouldn’t hurt to expand the sorcery. I would argue that it would actually be critical instead so the devs would have to do it. Question is, do they know they have to or are they still poking the ice below them.
Edit:
Maybe it would be good to make a sequel and not repeat their mistakes with the engine.
Magic doesn’t have to be scientific. The wall isn’t -that- big of a challenge, really.
High magic definitely does not fit in to this setting. No flinging magic attacks or the like.
We’ve been given a form of necromancy so far. That is clearly magic. And as they stated, if sorcery is coming, the Witch Doctor could be a foundation to that.
I’m fine with magic. As long as a clear definition is put into place as to what is and what isn’t acceptable magic for this setting.
Personally I’ve found out that developers make realisticly feasible creative choices when they deem magic as science that yet is merely beyond our current scope of understanding. What I mean by this is that they tend to make less bugs and mistakes overall which benefits us as customers. Also the games tend to be a lot less bloated which serves us as players.
In other words (like you also mentioned), magic shouldn’t be regarded as beyond boundaries, an abused exception, and that magic out of everything is perhaps what actually needs rules the most.
Have short range flame thrower magic that would work similar to melee attacks. Let people shoot ice and gaseous bolts in place of arrows.
Tie the use of the magic to corruption. The higher your corruption, the more damage your spells do, and make the magic unusable with zero corruption (placing Dancers would become an actual strategic move in PvP).
The benefit of spells would be they never need repaired or ammo. The downsides could be they require you to have high corruption, have a cast time similar to fully charging a bow shot, use stamina, and the heavier your armor class the greater the stamina penalty (so if you tried to cast magic with Heavy Armor on, it would be the equivalent of swinging the Sword of Crom).
While a ban is not always necessarily a bad thing, here I merely used the word to describe the buff. Maybe you prefer a pause or a scheduled lockdown instead?
Sometimes merely being expensive is not enough. Also by expensive one comes to imply that there’s a chance to possibly circumvent the cost while being extreme gives a differing tone.
Lost time is a silly notion in a way. If it was me, I’d say we only redistribute the hours we have.
When it comes to the feature, if you’re not careful enough, it means that you may get benched. If you do, meanwhile other players get to join the server. With power comes great responsibility. We need to think about others too.
However, in the end I had in mind a feature that isn’t something we can accidentally stumble upon. No, the feature I described, while utilising our negligence to a degree, would only be experienced by those who aim at it. Thus by behaving negligently would not allow us to lose control. Only those who are curious enough would be bestowed the reward.