I note that Sorcery attacks tend to need advantage points to get any quirky side effects like roots. Compared to the plethora of random effects which can be obtained via gadgeteering. I think that sorcery should have certain effects as innate, similar to Gadgeteering.
I'd also like to see hex/charm magic brought into the game in a larger fashion.
1. - Transformations - Your magic whilst easily controlled for you can turn out volatile for your enemies! This means your magical energy can transform your foes into random objects or animals. (so like turn them into a crate or a duck or something)
2. - Random Effects - You can use your extended knowledge of the arcane scrolls and spell books to enhance your magical energies resulting in the possibility of random debuffs being placed on your foes. (Fear, void tenticles, clinging flames etc)
3. - Hex Magic - Your knowledge of the Arcane allows you to effectively hex those who dare attack you, placing powerful debuffs, DoTs and defense penetration effects for a time. (debuffs to certain types of damage, mostly paranormal but could be physical damage as well)
4. - Charm/Rune Magic - You are a master of trickery and deception, you can induce magical hallucinations and illusions which can bend weaker minded foes to your will as well as effectively disorientate and stun tougher foes. These spells usually manifest as decoys to confuse your foes but can manifest as stuns, placates and threat wipes.
I think that Random Effect should be an innate part added to Eldritch Blasts like Experimental Blaster has. Transformations should be part of such attacks too, but at a lower chance say..3%?
Hex magic would be perhaps advantages and Hex of Suffering would require a buff perhaps as I think it is pretty lame right now
Charm/Rune Magic would be new sorts of attacks for supporting/deception style magic (Think how Loki uses his magic in Thor to fight the frost giants).
My reason for bringing this up is that magic seems a bit less magical than it can/should be. I feel that charm/hex magic if added could make a nice addition.
What do you think?
Comments
However, most of what you are describing are control effects. Without a fix for control effects, I think adding more is pointless. In current design, CC is mostly pointless on foes that it can actually effect, and ineffective against foes where it might actually matter.
Some of your suggestions are for attacks that have status/control effects. Status effects attached to other powers are generally weaker than those produced by dedicated control powers. Adding more powers that will proc resistance to CC in exchange for minimal utility seems counter-productive. I remember Jaybezz/Gamehobo noting that the extremely minor CC attached to some energy builders procs resistance. This was making it impossible even for someone who is specced exclusively for control, as he is, to get any effect at all. If this has changed, I have not heard it.
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Willie Nelson
T.U.F.K.A.S. (the user formerly known as Scarlyng)
Wrong on the CO forums since November, 2008
Just saying, not everyone wants to be a wild mage. I know my concept would be completely ruined if suddenly my hex of suffering randomly made a copy of the enemy, or if skarn's bane randomly turned enemies to frogs. Oops, your aura of radiant protection has a small chance of REDUCING you and your team's resistance to all damage upon entering a map!
Not fun. Maybe if there were other powers added to sorcery that had the random element to them, sure. But don't touch things just to add a random element to them.
Pinny Foxfang - 60 Guardian Fighter
Pinny Foxfire - 60 Scourge Warlock (Temptation)