Post by kevino on May 21, 2012 16:22:24 GMT
Hello hello!
I monstered the very end of the first linear, and played Sulphur the Chaos Mage in the second, with:
Spellcraft (chaos)
Element (chaos)
Element (chaos)
Detect Magic
Polearm
Starting with three hits per I felt remarkably non-squishy for such an intensive caster, and wasn't afraid to melee any of the monsters we faced as they all struck for single. Against doubles or triples this would have been different. How this might scale at mid and high level I have no idea.
I drew 2 fire, 2 water and 2 air beads. In practice I only ever fished for 2 fire beads as we fought a lot monsters vulnerable to fire. In more general combat I could have fished for any two which would have been fine. There seemed absolutely no point fishing for combinations such as ice or lightning - same odds as fire but less stable results.
Since there were no limits on holding power or on weapons holding enchantment I spent almost the whole three-or-so-hours fishing for 2 fire beads to constantly re-enchant weapons. Frankly this detracted from the game, it even got to the point where my fingers started getting tired! My preference would be for some kind of risk or limit on holding onto magical power, and for the L2 weapon enchantment spell to change from next successful hit to a time-limited enchantment (30 seconds?). If left as-is then it's necessarily worse than a bolt spell, unless cast well in advance.
I felt the starting spell lists were a bit restrictive with no variation between the elements. I think I'd prefer different elements to do somewhat different things (Fireball is fair enough, Earthball seems a bit silly. EarthBIND would have been nice). I also think it was a bad idea to have so much spirit/undead when the only level 1 combat spell was daze as we never got to try it (not sure if this was different for the first linear).
Beyond that, my main concerns are how all this is going to scale at higher levels, and I'm particularly curious about later skills that allow you to better combine/select your spell beads. I would suggest running the next gamma with somewhat higher level characters and monsters to see how it's all going to be working after characters start levelling up.
If I think of anything else I'll make another post. I did have great fun, chucking fire around, (apparently?!) converting to Loki and marrying a dead girl. Looking forward to the next one!
I monstered the very end of the first linear, and played Sulphur the Chaos Mage in the second, with:
Spellcraft (chaos)
Element (chaos)
Element (chaos)
Detect Magic
Polearm
Starting with three hits per I felt remarkably non-squishy for such an intensive caster, and wasn't afraid to melee any of the monsters we faced as they all struck for single. Against doubles or triples this would have been different. How this might scale at mid and high level I have no idea.
I drew 2 fire, 2 water and 2 air beads. In practice I only ever fished for 2 fire beads as we fought a lot monsters vulnerable to fire. In more general combat I could have fished for any two which would have been fine. There seemed absolutely no point fishing for combinations such as ice or lightning - same odds as fire but less stable results.
Since there were no limits on holding power or on weapons holding enchantment I spent almost the whole three-or-so-hours fishing for 2 fire beads to constantly re-enchant weapons. Frankly this detracted from the game, it even got to the point where my fingers started getting tired! My preference would be for some kind of risk or limit on holding onto magical power, and for the L2 weapon enchantment spell to change from next successful hit to a time-limited enchantment (30 seconds?). If left as-is then it's necessarily worse than a bolt spell, unless cast well in advance.
I felt the starting spell lists were a bit restrictive with no variation between the elements. I think I'd prefer different elements to do somewhat different things (Fireball is fair enough, Earthball seems a bit silly. EarthBIND would have been nice). I also think it was a bad idea to have so much spirit/undead when the only level 1 combat spell was daze as we never got to try it (not sure if this was different for the first linear).
Beyond that, my main concerns are how all this is going to scale at higher levels, and I'm particularly curious about later skills that allow you to better combine/select your spell beads. I would suggest running the next gamma with somewhat higher level characters and monsters to see how it's all going to be working after characters start levelling up.
If I think of anything else I'll make another post. I did have great fun, chucking fire around, (apparently?!) converting to Loki and marrying a dead girl. Looking forward to the next one!