I dunno... 4 games with the same 'the number of each element in the final spell decides the spell' rule sets a pretty good precedence.
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Who was taken from dota. (With axe, wisp's spirits, apparatus, death prophet's spirits, wind ranger) Do you know what people usually tell about M:WW? Dota where all players are invokers.There was that Gauntlet game made by Arrowhead that did do it with order mattering for the Wizard, but he had 3 elements and a queue size of 2.
The spell system itself was the part that was closer to ideal. Stuff like 'moving while casting' is not in that realm, but it is an addition that improves the flow of the whole thing without changing anything in the spell system.How can we have improved spell system If everyone thinks it was ideal in magicka 1?
Original Magicka 2's problem was that it just wasn't very good. Magicka 1 was built around a precise system that people are too clumsy to use, but Magicka 2 was built to be itself clumsy. Where this appeared to come from was how all the spells were weak, longer spells weren't stronger than shorter spells, and everything dealt multi-elemental damage to make you feel weaker. The game felt like it wanted to be difficult but didn't know how to do it well. In contrast, Magicka 1 had everything feel very overpowered and it was about not killing yourself.You can't make the game for everyone - original magicka 2 proved that.
Those could very well be artifacts. The current selection of artifacts isn't exactly exciting.Maybe we can at least have some kind of affinity talent system? If we have more + to arcana than to lighting -> lighting mines. If more + to lighting -> arcana storms. This will not make spell system more complicated but will allow more variety. Or we could choose what kind of spell to use before the battle.
Fire+Water uncombined could make a boiling-hot water spray that knocks enemies back and deals fire damage, but doesn't light enemies on fire. Cold+Water uncombined could make a freezing-cold water spray that knocks enemies back and freezes them in midair, but deals no cold damage. Casting elements in a specific order to keep them uncombined would work until you try something like FQS (Hot water beam) and wind up getting a flaming poison spray. I wrote a suggestion for a toggled automatic/manual element combo system in another thread (https://forum.paradoxplaza.com/foru...ombining-tweaks-and-a-few-other-ideas.882407/) which accounts for hot water beams, players who commonly use steam and ice, players who commonly use water beams, and players who commonly used water beams and steam in M1 and want to do so in M2 but still want access to the Poison element. I also got the idea for a few new elements while I was writing that up the other day so I put those in there too.Huh, if they did make it so the combo elements only happen if water is already in the queue, would be odd
fire-water and cold-water, which makes sense I guess. Chilling water isn't that far-fetched
Those were staff powers, not robe powers. I don't expect those to ever return.The only thing i really don't like is the new weapon system. In magicka 1 the robes had different kind of powers, like the ninja one with smoke bombs.