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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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So after playing 30 minutes of the newest update, I am pretty glad of the recent changes.

Poison element works great
The projectile charging time is finally usable
Ice projectiles do something for the first time in this seires :p
Game is enjoyable even with the default staff - finally.

That being said, it's a shame to leave our old friend of ice ball, who shall always be remembered as the strongest projectile ever created.
Also I still do not really know why water rocks do not push anyone, but well it's a lot of improvement, and maybe finally I'll manage to get any of my friends to play the game.

That being said, the game still lacks interesting robes, and pickupable items. Something that changes the way you play, not which element you major.

Overall great update, keep it up. :)
 
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.
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.
No one forces you to use super complicated spells or play invoker to complete the game. You could complete magicka 1 with fire sprays and pure lightings. Noone forced you to invent complicated spells - that is why it was great.
You can't make the game for everyone - original magicka 2 proved that. How can we have improved spell system If everyone thinks it was ideal in magicka 1?
And making so that order matters doesn't mean all spells would be unique. I wanted to tell at least about cases when multiple spells are possible.
For example:
IceD or Ice???D or ?Ice?d? - shrapnel.
DIce or D??Ice? - ice comet.
Same thing with arcana lightings and lightnig beams.
AS or any combination where A is before S - storm
SA - beam.
This will get old cool spells that were cut back without complicating system too much.
You shouldn't cut old spells to have new. You should add them in current spell system.
I miss ice comet.

And maybe allow merge S and Q only when S is after Q. Water beams would back.
 
I've heard the Invoker comparison many times, but I haven't played DotA in years.

How can we have improved spell system If everyone thinks it was ideal in magicka 1?
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.

The change that was more in the spell system was simplifying ice and steam to not fuse into one element. This kind of change is beneficial in something where input may be clunky (I wince when I have to say that Wizard of the Square Tablet got anything right after they removed arcane to make the game simpler), or where it may need to be exact and balanced (like in Wizard Wars), but it doesn't add anything to something like Magicka 2 and it does remove things.

You can't make the game for everyone - original magicka 2 proved that.
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.

The issue is that even if you can't make a game for everyone, there's probably even less of a point to make a game for very few people. Just to clarify: I'm not saying nobody would like it, I'm mostly saying that misuse of the Magicka franchise might actually hurt both the idea (that has potential to be really good) and the Magicka franchise in the process.



With regards to fixing Magicka 2's spell system, there's some "relatively easy" ways of getting a huge amount of the fixing work done that's all been said many times (I think, and probably by Argotha):
  1. Wards don't feel versatile and fine-grained - they just feel weak. It should be !EX for 50% damage reduction and status effect immunity, and !EXX for 100% damage reduction. What !EXXX and !EXXXX do is less important to me, but the poor scaling of wards combined with the absorb thing just highlighted how you were more-or-less dumb to not use just have a room full of people wearing something like !ESSSS and shoot DS and ~ESSSS everywhere.
  2. Element quantities in a spell should matter more. I think it does now, but I didn't notice it and I still haven't had a good change to test it. Spells still feel small and weak, even if the spell bar is fully fleshed out.
  3. The constant interrupts don't make the game feel challenging, they make it feel really dumb. I'm mainly thinking about crap like bomb juggling and tiny projectiles interrupting casts. If you're fully immune to a source (like with earth armor), it shouldn't be able to interrupt you. Earth wards should provide general resistance to knocback because you're wearing a lot of rocks on you, but it would leave you vulnerable to other status effects.
    • Concerning corollary with regards to 1 and 3: !EDDFF totally nullifies a lot of goblins in one go. Then again, so does !EXXXX with a purely X attack.
  4. In general, more of one element should improve what that element already adds to the spell (e.g. DF should get bigger fire blast radius and damage from DFFFF, or just a really heavy rock for DDDDF for single-target specific things).
 
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Invoker is a mage with three elements and three element slots. He can make 9 totally different spells with them starting with ice wall and ending with orbital fire strike.
So, everyone think adding new elements or new spell combinations will make game worse since It will become too clunky or too complicated to play? And we need to get rid of ice ,steam and poison as single elements and make them double elements that don't have same opposite elements orginal have?
 
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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.
 
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.
Those could very well be artifacts. The current selection of artifacts isn't exactly exciting.
 
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
 
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
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.
 
Can we just stick to fixing the current problems with the spell system before discussing increased complexity in the system?

They didn't get this right the first time around, creating a system that was already known to work, and with examples for how every single spell SHOULD work. Imagine how many broken spells there would be if they went with these ideas, and consider how long it's taken to fix what little has been fixed so far.
 
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So far I've heard no one mentioning this but I do think its critical, the number limitation of on-screen allies (zombies etc), and the lack of variety of friendly creatures.
I was highly satisfied in Magicka 1 summoning system, tho not the most efficient, get the job done pretty safely.
now whenever you try to summon more those existing creatures get destroyed.
What is the fun when a wizard cannot summon an army and ask them to fight for you ;)
 
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Magicka 2 is for sure a great game. 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. Plus, the melee weapons are too repetitive in attributes and are only melee, I really miss the bazooka, pistol and bow from magicka 1. I sincerely hope a new expansion with guns and more magicks. I'd like to now what the developers think about that.
 
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I'm here only to say to the developers that i'm very happy with the patch 1.04 . I didn't realize the new 2 magicks, and when I found them i became really excited. Keep that way, please. The game is good, but is that kind of updates that are making the game a complete game. Would be great if you add more familiars as well ( for free or dlc ). =)
 
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