Changes in magic

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loptard
Posts: 7
Joined: Wed Sep 29, 2004 9:01 pm

Changes in magic

Post by loptard »

Why oh why did you guys change the magic around??? The magic system was great back in beta.Right befor you guys started testing pack mules.Sure there were a few minor bugs in the game, but you guys really had your magic and casting times down. It was great fast paced action! Now with the chowyun phat style animations, and the urber slow casting times. It takes forever to get a spell off. You should have stuck with good old arm push animation. Self heals now take forever as well.. im preety disapointed.
Not sure if i will continue to play this game. Unless magic gets faster as you lv. I have the feeling it wont. Beta rocked. Go back to the old days!!! = p
Were your seplls didnt get interupted everytime u tried to cast one = (.
I cant imagine trying to fight a large mob kirosta like this..
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ayne31
Posts: 612
Joined: Thu Sep 23, 2004 5:11 pm

Re: Changes in magic

Post by ayne31 »

magic is my mains weak side but as I understand you can craft staffs that give a heavy increase on casting speed (one for each different spell stanza).
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Cilar
Posts: 221
Joined: Thu Sep 16, 2004 5:11 pm

Re: Changes in magic

Post by Cilar »

loptard wrote:Why oh why did you guys change the magic around??? The magic system was great back in beta.Right befor you guys started testing pack mules.Sure there were a few minor bugs in the game, but you guys really had your magic and casting times down. It was great fast paced action! Now with the chowyun phat style animations, and the urber slow casting times. It takes forever to get a spell off. You should have stuck with good old arm push animation. Self heals now take forever as well.. im preety disapointed.
Not sure if i will continue to play this game. Unless magic gets faster as you lv. I have the feeling it wont. Beta rocked. Go back to the old days!!! = p
Were your seplls didnt get interupted everytime u tried to cast one = (.
I cant imagine trying to fight a large mob kirosta like this..


Staff is very important. A good staff can speed up your spell cast by 80%, which is huge.
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rasmus
Posts: 154
Joined: Thu Sep 30, 2004 5:21 pm

Re: Changes in magic

Post by rasmus »

loptard wrote:..snip Now with the chowyun phat style animations, and the urber slow casting times. It takes forever to get a spell off. You should have stuck with good old arm push animation. Self heals now take forever as well.. im preety disapointed. snip..

Well, you can edit your casting stanzas so the default casting time is less, but it will consume more sap or hp (wether you choose to use you hp or sap or both, in your casting).

-rasmus
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ayne31
Posts: 612
Joined: Thu Sep 23, 2004 5:11 pm

Re: Changes in magic

Post by ayne31 »

I do use time credits and sap credits for maximum range as I use my cold spells for pulling only - call me stupid if you think you know it all.
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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: Changes in magic

Post by shrike »

Actually - yes :p

Much easier to use cold1 with 3 sap only if you use it only for pulling. The increased time for casting can mean the mob is walking out of spell range or towards a social mate while you struggle with your spell...
RUN

[size=-1]Silverion, while being last person alive in the party[/size]
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ayne31
Posts: 612
Joined: Thu Sep 23, 2004 5:11 pm

Re: Changes in magic

Post by ayne31 »

My method works as intended so its maybe your fault if your mobs wander out of range or socialize constantly :D
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