View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007861 | Valley 1 | Suggestion - Spell Ideas | May 16, 2012 11:08 am | Aug 30, 2012 6:30 pm | |
Reporter | MaxwellDemonic | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.020 | ||||
Summary | 0007861: Delayed activation or "Channeling" spells | ||||
Description | I was thinking about the Boss Tells thing when I realized that every ability in this game is nearly instant in activation. I think it would benefit to have spells with a delayed activation. So say you have a beam-like spell, that takes a second to "ramp" before it goes off, conversely it would have a pretty large hit-box and do a large bit of damage. If you got hit during the "ramp" period it would cancel the spell and refund half the mana spent on it. This is just an example and I'd love to hear what other people can come up with if this were a mechanic. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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This seems like an interesting idea. I agree that a spell like this should have a larger beam/area of effect/whatever, as otherwise it's even harder to hit a moving target when your projectile won't even launch for another second or two. On the other hand, this sort of feels like "cooldown in reverse" (warmup, not cooldown). In both of them you have to wait - but with warmup, your timing is harder to coordinate. So...with all due respect, perhaps this idea would just feel like a more annoying version of cooldown. |
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It would highly depend on the type of spells cast this way. Beams and AoE spells would be great for this kinda thing. It means you have to gauge when its effective/safe to use it. It wouldn't replace cooldowns on those spells either, so they would need a substantially long cooldown. It would give some altered gameplay styles... Most of which now consist of "hold down the button till it dies". |
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Hmm. Now that you mention it, warmup does feel like it's one way to balance those kind of spells. Example: If there was a spell that did heavy damage to all enemies within 20 feet of my character, I would without hesitation put it in my spell slot, and pop it whenever things got rough. But if it had a few seconds of warmup, it would give it some suspense, maybe forcing me to continually position myself better for a few seconds. And would my character take too much damage before it was unleashed, to make the spell worthwhile? (Not being able to cast any other spells during warmup seems key.) tl;dr: If the spell is awesome/powerful enough, warmup can change it from feeling like a tired OP tactic that always helps, to something that both takes a bit of skill to use, and might not be the best thing to use in all situations. |
Date Modified | Username | Field | Change |
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May 16, 2012 11:08 am | MaxwellDemonic | New Issue | |
May 16, 2012 12:28 pm | tigersfan | Internal Weight | => Feature Suggestion |
May 16, 2012 12:28 pm | tigersfan | Status | new => considering |
Aug 28, 2012 8:05 pm | Pyrrhic | Note Added: 0028040 | |
Aug 30, 2012 3:26 pm | MaxwellDemonic | Note Added: 0028067 | |
Aug 30, 2012 6:30 pm | Pyrrhic | Note Added: 0028070 |