Originally Posted by Grokalibre
You don't like reagents for spells, we get it. Not sure why you need to focus on that so much when there's been tons of other ideas suggested in this thread.
Now what about moving on and proposing combat ideas instead of rambling forever about reagents?


Your last five posts have been grousing that the thread isn't talking about what Grokalibre wants to talk about. So sorry. There's no need to be so grouchy about it.


Here the highlights of what ideas from the thread I've liked. This does not mean that I hate everything I do not mention, nor do I mention everything I like.

  • Baudolino05's idea about the GUI showing the range of spells, although I think that's just an alpha thing and will get ironed out, and his idea of delaying turns. I wouldn't mind being able to chance the facing direction of your character, but that might be tricky to implement, at least in a way that doesn't slow down all the turns a little, regardless of whether you want to chance your facing direction or not.
  • I like powerful spells requiring one or more turns to charge. On anything too weak to use them on, the fight might be almost over by the time you can fire them. On anything really strong, you might not want to sacrifice 2+ turns of mobility against dangerous foes.
  • I really liked Elwyn's idea for cooldowns persisting out of combat, and resuming once you enter a new combat. That seems like a rather elegant way to make cooldowns matter. There does need to be some way to reset the cooldowns for activities in town or something, and I liked my own idea for tying that to resting in an inn or the Homestead, but having a 6 in-game-hour cooldown on how often you can rest. Yes, it's not perfect, cooldowns can be waited out, but the point of this "persistent cooldowns/rest to clear" system is that in a combat area, it's more appealing and more fun to keep going and let the cooldowns reset naturally than it is to constantly leave, rest, go back, fire one spell, leave, wait, rest....
  • I agree that fighters mobility is an issue, and it does not help at all their their armour decreases movement speed (their Armour Specialist Ability should decrease the penalty and give a bonus at higher levels). Phoenix Dive is another nice spell to move Fighters around quickly, but...
  • Fighters are too fragile. Really too fragile. Maybe it's just because we're dealing with Level 1-6 Fighters and everyone is weak at that level, but even if they avoid the AoE's of mages, and even if they reach the front lines to be a shield for the mages, it's not uncommon for them to die because they take a pounding from multiple enemies, and also...
  • Fighters skills seem to be weak or broken. Whirlwind and Flurry have basically no range compared to normal attacks, and they tend to miss a lot more than they should given the normal attack's chances to hit.
  • Grokalibre's idea of big spells requiring setup is a good one and fits in with the idea of combining existing spells.
  • Spice's idea of low-level spells mostly just for creating surfaces is interesting, and also expanding it do maybe a double-tap system: Flare inflicts burning to a normal Target and does little damage, but Flare does extra damage to a target that IS burning. Note: Enemies who are burning should take reduced damage from Ice/water spells, enemies who are wet/chilled/frozen should take reduced damage from fire spells.



Originally Posted by theNILE

I agree, if you want to enforce the turn system strictly, but in a lot of games a turn involves taking just one action whereas in D:OS you can take multiple actions each turn, which doesn't make sense in regards to time lapse. If you do not like the idea for some reason then that is what is important.


I already gave a reason why I do not like the idea: It defeats the point of having some spells take a turn to prepare. It's also a non-intuitive mechanic.