Let’s do spirit weapon ideas instead since that’s closer.
Aye, I like that idea.
I currently have 3 but I’m gatekeeping.
I have one
i have zero
Sir suggestions is a category for game suggestions, not for proposing a forum thing
Honse Magic
This belongs in off-topic. @Misinput , could you kindly move this topic to its proper location?
Also, I kinda like this idea. Doubt I’ll be participating, though.
Suggestions are for changes to the GAME, intended for the developers. You’re proposing a challenge for the COMMUNITY, which belongs in either Off-topic or Game Discussion.
I mean it would eventually change the game
You imply that Vetex and the other devs read the suggestions.
Well by that definition, none of the suggestions are changes for the game.
Bro the game mod lead said that not some random
Game mod =/= forum mod
no its staying in here
100% of mods agree it seems, I like this in suggestions so I’m fine with it
Whoever wants to take this and post this idea first can use it I guess:
Radiation Magic
Tier: Ancient
Affinities:
- Damage: 0.65x (+DoT), 0.8x (Unique), 0.85x; (Microwave, Gamma, Electromagnetic [X-Ray])
- Size: 1.1x, 1.2x, 1.3x (Gamma, Microwave, Electromagnetic [X-Ray],)
- Speed: 1.4x
Gimmick: Wavelength Types
Can switch between wavelength types which have their own damage/size affinities, and unique status effects.
Electromagnetic [X-Ray] Radiation Gimmick:
Passive:
- Grants spells pierce passively (allowing you to hit enemies behind cover)
- Can ping (detect) items hit by the AOE of this magic like the revealing effect (lasts for 3 seconds)
Status: Exposed
Desc: Cause players hit by this to be highlighted as skeletons for 5 seconds.
Microwave:
Passive:
- Can travel through water, but weakens.
- Water hit by this magic is “boiled” and deals damage over time to anything standing in it.
- Increases enemy body temperature rapidly as part of a status
- Smaller sizes (within spell setting) increase heat build up
Status: Microwave Exposure (Tier’s 0 to 3)
- Tier 0 (Warming up) → Raises the enemies body temperature until overheating, when overheating and taking another attack will automatically tier up the status. Note, however, if you’re already overheating then this is skipped.
- Tier 1 (Overheating) → The DoT itself is fairly weak and lasts until the player cools down (~5 seconds). Replaces temperature meter with a new one to indicate progress to tier 2.
- Tier 2 (Internal Burning) → Achieved by filling up the temperature bar for tier 1, and renames the status. DoT becomes even stronger, and replaces the temperature of those afflicted with a new one indicating their progress into Tier 3.
- Tier 3 (Internal Meltdown) → Achieved when the temperature bar for Tier 3 is filled. Internal meltdown is brutal as it not only increases the damage over time once more, but drains the target of: Energy Regen rate, and Stamina Regen rate.
9 times out of 10, you’re probably not surviving long enough for this, but if you do consider this a death sentence if you lack the counter play.
Affinities:
Tier 0 → 0.0x
Tier 1 → 0.025x per DoT tick (lasts 5 seconds until cooled down)
Tier 2 → 0.075x per DoT tick (lasts 15 seconds until cooled down)
Tier 3 → 0.3x per DoT tick (lasts 3 seconds until cooled down; extendable to 5 seconds)
All can be maintained on additional hits, and tier 3 can be extended to a limit.
Counter play:
Cold magic charging or potions that lower the user’s body temperature.
Going into non-boiling water also helps with lowering internal body temperature, and I’m not adding a “shock” mechanic personally but that’s certainly an option.
Gamma:
Passive:
- Terrible clash rates with solid magics; cannot be used underwater (even with whatever Vetex is adding; use the other radiation types)
- Size doesn’t increase spell size, but it does increase status build up.
Status: Gamma Exposure (Tier’s 0 to 4)
Tier 0 (Minor Radiation Exposure)-> Merely a build up tier for tier 1
Tier 1 (Radiation Exposure) → Nausea effect with weak haze
Tier 2 (Heavy Radiation Exposure) → Tier 1 + Damage Received increase (+5% all sources; +2.5% per tier after) + reduced mobility (+8% stamina costs, -5% dash distance; +3.5% stamina, -2.5% dash distance per tier after)
Tier 3 (Dangerous Radiation Exposure → Boosted Tier 2 + DoT (0.05x per DoT tick)
Tier 4 (Deadly Radiation Exposure) → Boosted Tier 3 + Enhanced DoT (0.1x per DoT tick)
Counter play:
Due to the magic nature of this, charging at max energy can expel the radiation out into the surroundings. This, however, will laeve you vulnerable as it only speeds up the process of tiering down the status effects, not outright eliminates them.
Alright, yap session done, I’m not balancing this so have fun.
Lead magic
what if we just added every single metal on the periodic table and made them metal magic variations
the gimmick is that each has their own unique speed, size, damage, and clashing effects
example: magnesium variant making a blinding white flash when clashing with a heat magic, lead giving a stackable lead poisoning effect, etc