That would be a good idea, albeit it would also be needed for the start of the game
yup, another aryan classic
This could work in this way:
If the player chooses to playtest during the character creation screen, they will only use the selected magic for playtesting.
Meanwhile, for Hecate Essences, if the player’s character build is a mage or mage-hybrid, they can playtest the selected magic with additional skills they’ve had in their moveset. This allows advanced players with builds to try out new synergies and different stat/combo mixes they had in their moveset.
idk why mages need to jump through hoops like this to change their magic when strength users just need to talk to an npc and m1 a new enemies and weapon users can just equip smoething else
If we’re talking about lore and in-game narrative, there’s a chance that people are born with magical affinities, so it’s not like you can change it in the normal way, where you can learn fighting styles just by talking to your particular trainer.
“Magic is a power that only those lucky enough to be born with it can possess, allowing the user to control and direct their magic energy by summoning magic circles. This energy takes on the properties of the magic type the caster is born with, such as fire, ice, lightning, and many more.”
I told y’all
does he know…
wow I sure do hope this doesn’t get taken out of context
one thing I think everyone forgets:
To even ATTEMPT to change magic, you need to go and grind for a brig with good enough ship parts to survive in the dark sea reliably.
That ALONE is substantially more effort than should be required for a basic feature every other class can do with a couple button presses or minimal travel time.
or rather hecate essence should be generated from UI frames rather than particle emitters, that way they can spawn anywhere and be seen anywhere. I’d rather that than limiting where they can be found.
also beacons are very unviable just in general, not only because roblox beams have the same rendering issues that particle emitters have, but also because it just ruins the exploration aspect of finding it yourself.
skill issue
I’m going to be perfectly honest with you:
I don’t give a shit about the “exploration factor” of a mechanic that shouldn’t require going to the far reaches (or the dark sea at all) in the first place.
I can accept that it requires going to the far reaches as a sort of entry requirement to magic changing, but the fact it goes literally any further than that is absurd.
I mean I’d like to see you handle a 5k hp atlantean that spams 1.2k damage beams or ult cannons that would oneshot the tankiest of builds.
If you have to run away and cheese the fight to have literally any chance of winning, they’re too strong.
forumers on their way to cook up the most amazing suggestions possible only to get completely ignored:
Fix modifiers first though (castrum was not a fix if people with fucking 4080s are getting 12 fps)
Alternative solution, you can use the ones in the 2nd range twice (or at least once) before they’re “too weak” to work for future attempts. Let’s lower levels fix their mistakes sooner, but keeps this more late game as intended in the long run.
I don’t see why a compromise needs to be made here.
Does anybody seriously think that magic resetting belongs exclusively in the far reaches?
Do you think Vetex thinks otherwise?
That’s what this suggestion is for, to change his mind.
To show him that people do not like this.
vetex: “yo guys i finally added magic reset! its on far reaches islands”
players: “FINALLY I CAN SWAP MY”
players: “wait a minute, arent far reaches islands sameria sized?”
vetex, getting in car: “yep, also the chance is 1/12” drives off into the distance