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    Overdrives of the Old DkS spells

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    Overdrives of the Old DkS spells Empty Overdrives of the Old DkS spells

    Post by arshan272 Thu Jul 04, 2013 9:10 pm

    Because of the new spell mechanic, any spell now has two versions. The normal version of the spell is cast with the light attack (R1/Right Button/Left Click), while an extremely powerful and/or altered version, an overdrive, is cast with the heavy attack (R2/Right Trigger/Right Click). Hopefully, we'll be getting an entirely new 'cast' of spells, but how about we come up with what the overdrives would be for existing spells and miracles. An encouragement of some minor creativity.

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    Post by Dibsville Thu Jul 04, 2013 9:26 pm

    -Crystal Soul Spear becomes the same size as Dark Orb, so it has a huge hitbox
    -Homing Soul/Crystal Soul Mass gets giant balls that do more damage
    -Chameleon makes you look like the objects in the area instead of the normal different hue
    -Wrath of the Gods goes back to being the Demon's Souls God's Wrath
    -Heal gives you a few seconds of invulnerability
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    Post by Hue Thu Jul 04, 2013 9:33 pm

    Dibsville wrote:-Crystal Soul Spear becomes the same size as Dark Orb, so it has a huge hitbox
    -Homing Soul/Crystal Soul Mass gets giant balls that do more damage
    -Chameleon makes you look like the objects in the area instead of the normal different HUE
    -Wrath of the Gods goes back to being the Demon's Souls God's Wrath
    -Heal gives you a few seconds of invulnerability

    I can't possibly imagine what woula dark orb and dark bead be like.
    Or chaos pyromancies/gravelord dance.

    EDIT: you mean dark orb doesn't normally home in?


    Last edited by Hue on Thu Jul 04, 2013 9:37 pm; edited 1 time in total
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    Post by Dibsville Thu Jul 04, 2013 9:36 pm

    On that note:
    -Dark Orb homes in to the enemy instead of going in a straight line
    -Dark Bead has beads go 360° around the caster (Think WoG, but with Beads)
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    Post by arshan272 Thu Jul 04, 2013 9:43 pm

    Terrifying and brokenesque. As magic should be! Continue!!!
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    Post by StiffNipples Thu Jul 04, 2013 9:46 pm

    - Dark Orb gets damage that justifies it's massive cast time

    - Dark Bead turns into a rain of Dark Beads projecting outwards in front of the caster in a similar range and arc to what it currently is (like what Manus casts)
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    Post by Hue Thu Jul 04, 2013 9:52 pm

    StiffNipples wrote:- Dark Bead turns into a rain of Dark Beads projecting outwards in front of the caster in a similar range and arc to what it currently is (like what Manus casts)

     No, just.....no

    I've been killed by that enough times already
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    Post by Dibsville Thu Jul 04, 2013 9:55 pm

    Other than Pursuers, which is made to home in, none of the Dark Sorceries home in to people.
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    Post by sparkly-twinkly-lizard Thu Jul 04, 2013 10:27 pm

    great Heavy soul arrow stays active longer in flight and gains better tracking (homing missile!)
    Dark fog inflicts both poison and toxic at the same time.
    Emit force gains 200% explosion range on detonation, minor damage boost.
    Gravelord greatsword dance  makes the swords pop up under a targeted creature instead of around the caster.
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    Overdrives of the Old DkS spells Empty My ideas for all the spells.

    Post by Encore Thu Jul 04, 2013 10:49 pm

    Miracles:

    Sorceries:

    Pyromancies:


    Last edited by Teh Kitten´s Cat on Thu Jul 04, 2013 11:08 pm; edited 1 time in total (Reason for editing : Revised majority of it :P)
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    Post by sparkly-twinkly-lizard Thu Jul 04, 2013 10:54 pm

    faster casting is a no-no, cat, its already been stated that r2 spells are slowed down regardless of spell
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    Post by Dibsville Thu Jul 04, 2013 10:55 pm

    The point of the overdrive spells is that they have slower casting speeds but have extra effects. Look Skyward 
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    Post by Encore Thu Jul 04, 2013 11:10 pm

    Damn, I feel so embarrassed now silly.

    Fixed it though, at least I think so.
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    Post by StiffNipples Thu Jul 04, 2013 11:38 pm

    I think the best buff for Dark Magics would be to remove them from the game and replace them with the Moonlight Butterflies and Gwyndolins magics.


    Very comprehensive Kitten's Cat, +1 to you.
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    Post by phastings Fri Jul 05, 2013 12:14 am

    Wrath of the gods R2 is a nuclear blast. Much larger AOE and casters health depletes faster than toxin as a result of radiation poisoning
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    Post by Hue Fri Jul 05, 2013 8:22 am

    Overdrive Dark Bead casts railgun projectiles and sound changes to dubstep.
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    Post by ResIsBestStat Fri Jul 05, 2013 11:18 am

    anceint pulse breaks the game
    ......
    ......
    ......
    ......
    WHAT?
    It does exist in the game code....
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    Post by Dibsville Fri Jul 05, 2013 8:51 pm

    ResIsBestStat wrote:anceint pulse breaks the game
    ......
    ......
    ......
    ......
    WHAT?
    It does exist in the game code....
    Not really, you need to use a specific setup in order for it to be stronger than WoG...
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    Post by Myztyrio Fri Jul 05, 2013 9:11 pm

    I like Kitteh's list best, but I feel that everyone is making this too easy for casters.
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    Post by Dibsville Fri Jul 05, 2013 9:12 pm

    Myztyrio wrote:I like Kitteh's list best, but I feel that everyone is making this too easy for casters.
    The point is that the overdrive spells take a long time to cast. It's not easy to cast an overdrived Soul Spear if it has the same casting speed as a Heavy Soul Arrow.
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    Post by Animaaal Fri Jul 05, 2013 9:14 pm

    Hidden Body actually makes you hidden.

    And I'd love it if the lightning spear miracles would let you do something like the Sanctuary Guardian does...that "rapid fire" thing.
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    Post by GaryBlevins Fri Jul 05, 2013 10:58 pm

    I love the idea of overdrive spells. However, it will have to be very, very carefully tunes to make sure that there is incentive to use both versions of the cast. IMO, to overdrive cast, the caster should both take a little longer (not horribly, but enough to be noticeable), and an extra casting should be used. 

    Soul Spear/ HSM: For each of these spells, I would have the crystal version be the overdrive cast. To cast either, it consumes as additional casting. 

    Heavy Soul Arrow would be the over drive of soul arrow, and the same for great soul arrow with great heavy soul arrow. Similarly, an additional casting is used to get the 'heavy' version of the spell. 

    Get rid of hidden body completely, but have the overdrive of chameleon make the caster completely invisible. casting time is irrelevent for this spell, but the same rules apply for breaking chameleon. 

    The same general trend that I have had going would also apply for the buff sorceries and magic shields. 

    White Dragon Breath: Overdrive cast is similar to the crystal effect of the crystal golems. Takes a longer time to cast and uses additional castings, but can inflict curse. 

    Dark Bead is the Overdrive of Dark Orb

    I dont think that every spell should have an overdrive. Some, like pursuers, are fine, and perhaps even a bit OP, as they are and dont need an additional overdrive cast.
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    Post by sparkly-twinkly-lizard Fri Jul 05, 2013 11:03 pm

    Sunlight spear overdrive:
    You throw three sunlight spears in a spread pattern, their powerful enough, but this would make it more likely to hit.
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    Post by arshan272 Sun Jul 07, 2013 2:10 pm

    GaryBlevins wrote:I love the idea of overdrive spells. However, it will have to be very, very carefully tunes to make sure that there is incentive to use both versions of the cast. IMO, to overdrive cast, the caster should both take a little longer (not horribly, but enough to be noticeable), and an extra casting should be used. 

    Soul Spear/ HSM: For each of these spells, I would have the crystal version be the overdrive cast. To cast either, it consumes as additional casting. 

    Heavy Soul Arrow would be the over drive of soul arrow, and the same for great soul arrow with great heavy soul arrow. Similarly, an additional casting is used to get the 'heavy' version of the spell. 

    Get rid of hidden body completely, but have the overdrive of chameleon make the caster completely invisible. casting time is irrelevent for this spell, but the same rules apply for breaking chameleon. 

    The same general trend that I have had going would also apply for the buff sorceries and magic shields. 

    White Dragon Breath: Overdrive cast is similar to the crystal effect of the crystal golems. Takes a longer time to cast and uses additional castings, but can inflict curse. 

    Dark Bead is the Overdrive of Dark Orb

    I dont think that every spell should have an overdrive. Some, like pursuers, are fine, and perhaps even a bit OP, as they are and dont need an additional overdrive cast.

    Overdrives have their own cast numbers, as revealed. The thing is, if you exhaust one expression of the spell, you can't use it at all.
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    Post by Reaperfan Sun Jul 07, 2013 11:18 pm

    I think you all are over complicating this...

    Soul Arrow and Heavy Soul Arrow are now the same spell.
    Great Soul Arrow and Great Heavy Soul Arrow are now the same spell.
    Homing Soulmass and Pursuer type spells will have* 3 dots on a light cast and 5 on a heavy cast.
    Dark Orb will have* a single Dark Bead be its light cast and its current version be the heavy cast.
    Dark Bead will have* less beads on a light cast and more startup on a heavy cast.

    *Obviously I don't know these "will have"s for certain, just speculating the much more simplistic and plausible ideas I'm having.

    And so on and so on.

    EDIT: Also, if this is a prequel as its been strongly hinted at, I think we can throw out any inclusion of Crystal spells, seeing as how those were inventions of Logan's during the time of the first game. The only other person who might even potentially know how to fuse Crystal power into Sorceries would be Seath, and barring some major characterization doesn't seem the sharing type with his knowledge.

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