No Pyromancy in DkS 2?

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    No Pyromancy in DkS 2?

    Post by Cronotis on Wed Jun 12, 2013 9:28 pm

    www.youtube.com/watch?v=CwcKVfhtMi0#t=01m22s

    @1:22 (link is time-stamped) the player uses what looks like a catalyst to cast a fire spell.  The same spell tool is used at other points in the video to cast "soul sorceries".  Does this mean magic is returning to a Demon's style system (Int for soul/fire magic, and Fai for miracles)?  Will there no longer be stat free magic in DkS 2?

    Discuss


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    Re: No Pyromancy in DkS 2?

    Post by Encore on Wed Jun 12, 2013 9:34 pm

    Might make sense if Fire Sorceries is rediscovered. At least from a lore perspective.

    Also, it might be universal Pyro/Magic catalyst. (I personally like this idea a lot.)


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    Re: No Pyromancy in DkS 2?

    Post by Phoenix Rising on Wed Jun 12, 2013 9:34 pm

    It certainly appears that way. I'm kinda gonna miss lobbing fireballs. sad


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    Re: No Pyromancy in DkS 2?

    Post by SadPanda on Wed Jun 12, 2013 9:35 pm

    And miracles are apparently now cast with catalysts as well.


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    Re: No Pyromancy in DkS 2?

    Post by Encore on Wed Jun 12, 2013 9:38 pm

    SadPanda wrote:And miracles are apparently now cast with catalysts as well.




    They are?

    Might be debug feature...

    Or universal catalyst. (I really like it)

    Edit: I think it is good that it is no longer stat bound, as they needed to balance it some. They would either made it weaker, the aforementioned scaling or removed it.

    Perhaps they have integrated into Sorcerery.


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    Re: No Pyromancy in DkS 2?

    Post by Cronotis on Wed Jun 12, 2013 9:41 pm

    Just noticed that there's stamina drain for spells in addition to limited castings.


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    Re: No Pyromancy in DkS 2?

    Post by Encore on Wed Jun 12, 2013 9:42 pm

    A stamina drainage is also good, as it works against spell spamming and therefore balances the game more.


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    Re: No Pyromancy in DkS 2?

    Post by Seignar on Wed Jun 12, 2013 9:49 pm

    Looked at it; indeed, casting now consumes stamina. Considering that it sounds like magic has gotten considering more varied and powerful (it was mentioned you could summon meteorites), a stamina drain wouldn't be bad to balance it just a bit more. They seem to have taken a lot of measures to re-balance aspects of the game that were abused easily, such as backstabs and limited castings (spells had to be powerful to cope with the system, so it was abused by leaving them until the boss).

    Now, I wait for them to fix Poise by increasing those breakpoints.

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    Re: No Pyromancy in DkS 2?

    Post by LunarFog on Wed Jun 12, 2013 11:11 pm

    Maybe they saw my post and for stat free magic they're using Lunar Magic.  *gasp*


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    Re: No Pyromancy in DkS 2?

    Post by Dibsville on Thu Jun 13, 2013 1:48 am

    I'm scared to think of a Catalyst that lets us cast two different types of spells again...

    Hoping they're just one spell type.


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    Re: No Pyromancy in DkS 2?

    Post by Reaperfan on Thu Jun 13, 2013 4:42 am

    Dibsville wrote:I'm scared to think of a Catalyst that lets us cast two different types of spells again...

    Hoping they're just one spell type.


    But they aren't two different types of spells.  They're just sorceries that deal fire damage instead of magic damage winking


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    Re: No Pyromancy in DkS 2?

    Post by Dibsville on Thu Jun 13, 2013 4:46 am

    Maybe...
    I was just on my SL 612, wondering whether to use a Catalyst or a Talisman...
    Hopefully the choice won't be use both in one in DkS2...


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    Re: No Pyromancy in DkS 2?

    Post by Reaperfan on Thu Jun 13, 2013 4:49 am

    Dibsville wrote:Maybe...
    I was just on my SL 612, wondering whether to use a Catalyst or a Talisman...
    Hopefully the choice won't be use both in one in DkS2...

    You've never experienced the joy of using a proper Talisman of Beasts, have you? pony13


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    Re: No Pyromancy in DkS 2?

    Post by Dibsville on Thu Jun 13, 2013 4:51 am

    Oh I have.
    I have...
    And I'm glad it got taken out.


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    Re: No Pyromancy in DkS 2?

    Post by Reaperfan on Thu Jun 13, 2013 5:07 am

    Dibsville wrote:Oh I have.
    I have...
    And I'm glad it got taken out.
    I guess I can understand it from an overall grand balance perspective, but I still say the Pushed ToB build was the most engaged I've been with any build in either Souls game.  The epitome of glass cannon mage happy


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    Re: No Pyromancy in DkS 2?

    Post by Dibsville on Thu Jun 13, 2013 5:10 am

    Cracked ToB was OP.

    And I preferred the Insanity Catalyst on my hyper mages. :razz:


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    Re: No Pyromancy in DkS 2?

    Post by Cronotis on Thu Jun 13, 2013 10:41 am

    Cracked ToB was basically a glitch, but it only enabled purple weapons.  A pure mage using ToB had to push Int and Fai making them similar to Quality builds i.e. stat hungry but versatile and powerful.  I would like to see a hybrid spell toll in DkS 2.

    As for fire magic returning to Int based, I also hope this is the case.  In general I'd like to see powerful non-scaling low requirement anything disappear.  As for pyromancy specifically, the fact that cast speeds increased with dex helped to make dex builds op, and no stat scaling for damage meant virtually any build could benefit from having one Att slot and GC/BF.


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    Re: No Pyromancy in DkS 2?

    Post by WaffleGuy on Thu Jun 13, 2013 11:09 am

    Guys, pyromancies were once part of the 'regular' magic, hance the reason an Izalith Catalyst was being used by the Sisters. But it states it is long since forgotten (something like that). 
    Before the Chaos Flame, there was just fire magic.

    And I think this might be going in the right direction. It's probably a way to make pyromancies scale with a stat instead of upgrading the glove and feast on new players with an OP SL1 DW. I'm glad if this is the case. Shrug


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    Re: No Pyromancy in DkS 2?

    Post by DS_Dene on Thu Jun 13, 2013 11:25 am

    I think i saw someone on the forums saying that pyromancy is going to be a new stat.

    But till the game is out, everything can happen Shrug


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    Re: No Pyromancy in DkS 2?

    Post by Walter_White on Thu Jun 13, 2013 12:06 pm

    ToB is back - yeah
    pls broken ToB, CW and DBS and i'm home


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    Re: No Pyromancy in DkS 2?

    Post by Soul of Stray Demon on Fri Jun 14, 2013 6:08 pm

    I would assume a universal catalyst would have somewhat low mag adj. You can cast everything but it will be weak.

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    Re: No Pyromancy in DkS 2?

    Post by Encore on Fri Jun 14, 2013 6:15 pm

    Soul of Stray Demon wrote:I would assume a universal catalyst would have somewhat low mag adj. You can cast everything but it will be weak.

    For balance issues?

    Probably other restrictions would work too, like cut the casts in half.


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    Re: No Pyromancy in DkS 2?

    Post by Forum Pirate on Fri Jun 14, 2013 6:23 pm

    Cronotis wrote:Just noticed that there's stamina drain for spells in addition to limited castings.
    Thats really lame. As if mages need another stat to micro manage.


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    Re: No Pyromancy in DkS 2?

    Post by Cronotis on Sat Jun 15, 2013 10:46 am

    I'm hoping dex no longer boosts cast speeds, to balance out the stamina drain.


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