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    A rant about sorceries/miracles/pyromancies

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    Post by isthefridge Thu Jul 12, 2012 2:54 pm

    I feel there shouldve been spells that slowly replenish during play. everything works more like one time use scrolls, then you reset everything at a bon fire along with the enemies Spells that have time limits should replensh once the limit is up (cast light, chamelone, fall control etc. ) Soul Arrow should have unlimited uses. while the other more powerful spells would hurt for the over use. This could halt spamming altogether. If casting wog 3times in sucession dropped your health by 1/3or more no one would do it. If your toon isnt OP then you end up micromanaging spells during play. How many sorcerer used up there best spell and then got invaded. Just something to think over for a future game feature.
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    Post by Wade_Wilson Thu Jul 12, 2012 3:08 pm

    The current system works well. There's no need to change.
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    Post by DamageCK Thu Jul 12, 2012 3:09 pm

    I think it's perfectly fine the way it is.
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    Post by FruitPunchNinja Thu Jul 12, 2012 3:21 pm

    I dont think its perfect, but i like how they have it a bit more then demons souls MP bar(dont throw rocks at me silly). I do think wrath of god should take up two att slots. A few other spells like great combustion might be more balanced if it took 2 att slots. Maybe have the chaos spells take 3, soul spear take 2 ext ext. I like that there is variety and people can play pure caster, but having things like great combustion and CSS being so fast and doing so much dmg is a little much. I feel you should really have to sacrifice vit and end in order to be a powerful pure caster, and you really dont.


    EDIT: Also i know this applys greatly to pve also, but i think spells like great soul arrow are what you would use in pve if you need tons of casts. Normal combustion, you get the idea.
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    Post by Wade_Wilson Thu Jul 12, 2012 3:24 pm

    FruitPunchNinja wrote:I dont think its perfect, but i like how they have it a bit more then demons souls MP bar(dont throw rocks at me silly). I do think wrath of god should take up two att slots. A few other spells like great combustion might be more balanced if it took 2 att slots. Maybe have the chaos spells take 3, soul spear take 2 ext ext. I like that there is variety and people can play pure caster, but having things like great combustion and CSS being so fast and doing so much dmg is a little much. I feel you should really have to sacrifice vit and end in order to be a powerful pure caster, and you really dont.

    If they made those high level magicks take up more attunement slots then they should also give attunement increases past 50, to counter that.
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    Post by isthefridge Thu Jul 12, 2012 3:47 pm

    I feel there couldve been a threshold meter for casting that works similar to toxic and bleed meters. If not they couldve atleast made a stamina requirement for casting.
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    Post by VinheimProfessor Thu Jul 12, 2012 3:51 pm

    I would like a system where certain spells, miracles or pyromancies drained movement speed, stamina or health in some way to prevent spamming versus having a set number of charges.
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    Post by Isirith Thu Jul 12, 2012 6:16 pm

    Didn't they give spells a 'set number' to prevent spamming them like you
    could in Demon's Souls?

    Although I do agree on Soul Arrow being unlimited uses. Like a melee character has unlimited
    'swings'
    Just put in a 1 second cooldown on the spell or something?
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    Post by Buggy Virus Thu Jul 12, 2012 6:24 pm

    20 soul arrows is quite enough, I don't see why you would need more. And having magic dig into your health would make the (in my opinion) under powered mechanic completely pointless.

    You can roll out of wrath after the first cast.
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    Post by Serious_Much Thu Jul 12, 2012 7:02 pm

    I think the set spells are a good way of doing it. Obviously due to people who could spam stuff like second chance on demon's and spam other spells they changed it so it made the game harder.

    They also did it because FROM want the game to be more focused on having to use melee, which I think is the same reason why they reduced the power of bows drastically this game too. The melee is the part of the game that really makes it, and allowing unlimited bow and spell spamming would take away from the experience of going toe-to-toe with the bosses and monsters of the game.

    I'm sure if FROM think of a better way to do it that they think is more balanced, they'll implement it in the next installment.
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    Post by Forum Pirate Thu Jul 12, 2012 7:18 pm

    isthefridge wrote:I feel there couldve been a threshold meter for casting that works similar to toxic and bleed meters. If not they couldve atleast made a stamina requirement for casting.
    Yes, because sorcerers arn't hard enough to use in pvp, lets make it so they can't use multiple spells in succession.

    2 lots for 3 casts of wog? You're out of your mind, especially considering ALL of the high level spells do more damage. The highest wog can hit for is around 1200, thats with the ring, the crown, and in hyper mode with PW active. The most out of hyper mode is 500. Gc does slightly higher damage, but has a short rangs, which is balanced by its additional casts. A hcsm in hyper mode with pw active will hit for 2240 as a quick comparison, 1600 in hyper mode and 1050 with just the ring/crown. Its also tougher to hit with, so it also has more casts. My point being, wog is so fast because its weak by comparison, and has a low number of casts to compensate for its aoe abilities.


    Your purposed changes would cripple it beyond repair for anyone but pure faith casters, whos only real weapon is wog. Its a useful tool, but its weak by comparison, especially for its number of casts.
    It doesn't make as big a difference with gc, if you need more than 8, you're not taking effective advantage of other, more powerful, pyromanycy. The difference being that lightning spear is useless, and even if we considered it then its 1 of 2 damaging faith spells types, where pyromanycy has 6 includeing mist. Sorcery has 2 as well, but they're twice as powerful as faiths.


    What I'd like to see in the next game, is no offensive faith spells. Faith, as a stat, (imo) should be about healing and protection, especially from magic but physical protection as well.

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