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He's probably talking about ranges from the original Magicka, vhere adding more S to arcane spells increased range/duration of attacks. It vas an interesting mechanic, because you could either create a nova veak but vide for 3/4 of the screen, or have it very, very small but extremely potent thanks to more free queue slots to fill vith other elements.
The range could be modified like that in missile AoEs, earthqauakes and even sprays. Vhat's even more interesting is that Arcane and Life stacked only range/beam duration and their damage vas the same.

In Magicka 2 almost all ranges are fixed and identical, damage scales on pretty much everything. Range seems to scale only on sprays and spray AoEs, but the latter changes minimally. Vhy has this been changed, I am yet to be explained to.


Argotha, don't get me vrong. I love the steamy electric death beam. I use it as a last resort vhen I feel like I'm going to lose ( "Fools! This is not even my final spell!" ), but I can't ignore the fact, that as all OP things it can be abused vithout penalty. Granted, good vizards don't use it to challenge themselves, but "noobs" are going to call it an insta-vin button and they'd be right.
 
@Van Silke Magicka always was game of OP spells. In 1 we had QFAS and QRASE. In 2 there is much more. Now I see: QFAS, DSF (easly completed game with this one), QSAFS, SQFF/SF (especially with Hell Staff)...

I agree that EQR stays on the ground too long. And explosion has really small radius for me.
Using QR is... too easy for me. Maybe little randomization in direction of bullets? It's really easy to destroy enemies from any distance with it (i.e. QRQSSA works great).
 
QFAS doesn't seem to do a LOT more damage than other beams. I think it's ok for it do be the highest damage beam as long as there are things that are immune to either wet or lightning (which there are). I don't use it as a "last resort". I use it alongside a bunch of other spells.

As far as ranges, yeah... It's a pretty big disappointment and a huge amount of depth is lost in the spell system by having range not change. SD needs to have a smaller radius than SDSSS. Quakes need to increase in radius when you add earth to them.
 
So you want to nerf all novas and quakes by reducing their range If the amount of elements is low? I am not sure people will like that.
 
That or make maxed novas have wider range. Or some middle-ground, slightly nerfing the low-end and slightly buffing the high-end. Regardless of whether or not people will like some spell ranges being nerfed, it needs to be done. It's wrong.
 
Yeah, and quakes are particularly important for having their range based on the amount of earth in the spell. There's zero incentive to include more earth in a quake if the range doesn't change.
No, there is. It increases knockback force.
 
Oh, right, it takes multiple rocks to knockdown shield enemies and ogres and other medium size guys. Right?
Or citizens in protection stance :)

Also my feedback from completing festival and last trial on banana mode.
1) Mines are op now. 4 uncharged mines kill golem (last boss). 1 charged mine kills golem.
2) Storms are op now. EASF variations kill troll pretty quick.
3) Poison is useless. And even worse - you accidently make poison when casting things like SQFQFA
4) Ice shards deal more damage than beams but don't explode.
5) New novas like ice or poison look cool but still do arcana damage.
6) Killing bombers with fire beams, anything with novas still don't award you score. Howewer killing summoned soldiers do award. You can score as much score as you want if you keep summoning and killing them.
7) My beatiful ice cold arcana comet of physical AOE damage is gone now. And everything water arcana. Why can't we make new elements from three elements? And have priority of elements? For example make QRD shards and DQR ice comet?
Edit:
8) You can now queue elements why flying. Also flying don't interrupt casting while in d ward but arrows attacks do.
 
Does a full water ward do anything different from a triple water ward? It would be wierd if all it did was absorb the 5 water damage possible with melee attacks...
It abscords water damage. Lighting based machines use it during Lok fight for example.
 
But no spells do water damage, right?
But you can still damage some enemies with water. I think water has it's own damage but mostly everything is resistant to it.
Lets say water spray deals 60 damage. Wizards have 100% resist. 60*0=0. Water ward apply after that resistant that is why water don't heal you when you are in full water ward but heal some enemies vunderable to water in a full water ward.
Life and water wards had some uses in Magicka 1 when you had robes vunderable to water or life.