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Sorcery and it's effects.

theravenforcetheravenforce Posts: 7,136 Arc User
edited December 2012 in Power Discussion
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 :confused:

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?
Post edited by theravenforce on

Comments

  • haleakalahaleakala Posts: 449 Arc User
    edited November 2012
    I think that Sorcery needs something. On my main, whose concept is sorcery, I use only 4 powers from the actual Sorcery trees: AoRP (my passive is chosen last, and gets switched to Seraphim for solo play); Skarn's, Ebon Sigils and Compassion. I find it easier to accept suspension of disbelief in taking other powers and thinking of them as spells than accepting mediocre (or worse) performance.

    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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  • edited December 2012
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  • arriarri Posts: 17 Arc User
    edited December 2012
    As silly as it might sound, making all of sorcery have these innate "randomness" things to them will draw people away from the sets, as well. In a lot of DnD games, you have magic, which is normally very precise and a wizard/sorcerer will know exactly what will happen when they cast it. Some spells have random effects, but for the most part they're all static. You then have Wild Magic which is pretty much kinda like what you're trying to push for sorcery: random effects.

    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.
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  • edited December 2012
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