As we all pretty much know, most magic’s are just swapping stats. There isnt too much uniqueness about it, so heres some stuff I propse. Mage is also bland but this is to try and fix it : D
Acid
Not much to say, its already decently distinct with a huge focus on DOT. See “posion” to see why the acid didnt get any change
Ash
Whoo boy. Aruguably the worst magic in the game. Heres some things I think would make it better, though one addition would make it unique enough
- Make it grow in size the longer it lingers
- If the target is “Splintered” (See wood), give it the burning status effect
- If the target is “Charred”, slow the enemy down (mabye bad idea)
- Make people drown while in a ash cloud (they cant breathe in it) (It’ll be at the same pace as regular drowning, so it shouldnt be too big of a issue. Mabye speed it up a little, but thats the most it’ll go. Shoos people away from the cloud like its supposed to)
- recommended: Make people use more stamina in the cloud of ash
Crystal
Unique enough, its gimmmik is very cool and I approve of it.
Earth
I have 3 ideas to make Earth less of a watered down metal.
- Losing a clash should split it into multiple earth chunks, dealing smaller damage
- After X seconds in the air, it should fall down and do like a slam. Does not apply to non-projectile attacks, however.
- Applies the status effect “Dusty” (Dont know about the name, suggest better name). if it is hit by wood, apply “Rooted” stun that heals the player who did it a small portion of the damage
- Make it make platforms on water
Explosion
Explosion already has a identity of being the largest size. I feel its already unique enough
Fire
Fire is already the Jack of All trades, it shouldnt be too too unique.
Glass
- Losing a clash should split it into multiple earth chunks, dealing smaller damage (If earth doesnt get it, make glass get it)
- Applies effect “Shrapneled”. If hit by any attack, it causes the enemy to bleed. If it hits a enemy thats already bleeding, apply the warrior’s “Gouged” status effect. Lasts 10s
Ice
Ice is already unique enough with its “Frozen” mechanic.
Light
Light is unique enough with a identity as “The fastest magic”
Lightning
Lightning is already unique being the bridge of heat-based and cold-based
Magma
Magma’s too similar to acid in my opinon. Should be more of crowd control.
- Melting should be so hot that the aura around it damages enemy players. Doesn’t damage the owner nor the owners party members
Metal
Honestly. I have no clue what to do with this. I guess its already unique being the slowest but the most damaging?
Plasma
Too similar to fire.
- Scorched status effect should cause the player to take extra stacks of blinding (Instead of taking 1 stack, takes 2 stacks)
- Scorched status effect should be unique in that it, when hitting the enemy player, should clear the heat-based DOT the enemy is suffering from. When it does that, however, 75% of the damage the DOT would’ve done is added onto its attack.
Poison Magic
- Make it like a virus. The effected person should “spread” the poison to other players.
- The most unique, thanks to @lookingforabargain. Remove its damage all together, however the DOT would be the main focus dealing a TON of damage, and being hard to clear. DOT should be long and damaging.
Sand Magic
- Sandy players hit by heat-based magic should take the “Shrapenled” effect (See Glass)
- Sandy players should leave behind a trail of sand
Shadow Magic
True jack of all trades magic. Thanks to @GlitchingEclipse for suggesting this!
- Make Drained have shadow deal more damage on next hit
- Make the person with the drained effect take more stamina or energy while affected (this version should also have drained last for a bit longer)
- The target loses magic energy when hit by shadow, along with the obscured vision. Non-boss NPCs gain a slightly longer cooldown period between attacks for a moment after being hit by shadow magic.
Snow
Honestly cant do much with this.
- When “Snowy” status effect ends, apply soaked
- Hitting a snow pile with anything should kick it up into a cloud of snow
Water
Jack of all trades for the Cold-Based magic and is a catalyst. @Gamehero14 suggested this:
- The user’s magic attacks do not expend energy while underwater. They expend 25% less energy if soaked, but not underwater.
Wind Magic
No change needed, its KB effect is unique enough.
Wood Magic
- Hitting people would wood makes “Splintered” status effect. If the person is undergoing a heat-based DOT, the heat based DOT gets refreshed
So yeah im stupid and dummy dumy pls comment like subssrib and tell me if you hate it or not (if someone wants to post this to #suggestions go ahead har har
I have several ideas for magic changes. Like most of my ideas, they’re rather questionable. Oh well.