New spells' technique equivalents

New spells' technique equivalents
effort 4.0 1 quality 3.0 1 reasonability 2.0 1

With the considerable amount of new rare spells coming to full release as revealed in a recent patch note, fighting styles will be noticing a severe difference in the amount of techniques available to them versus the amount of spells available to mages.
This suggestion seeks to reduce this discrepancy by establishing some level of parity between mage and berserker skills.

Techniques

Field → Projection

Player projects their aura (innate magic energy) into the ambient air, doing whatever field does with mages (I have no idea what it does :sob:, my guess is it’s either an area buff or area denial).


Quake → Tremor

Grounded Technique, used solely on the ground or otherwise launches the user downwards/cursor to trigger it.
Area Denial, used to limit the opponent’s movement by making an area hazardous to travel through.

Player either slams or stomps the ground in a wide movement in order to trigger a tremor of {x} style, creating a damaging AoE of {y} size that is triggered every tick for {z} ticks.
Styles:

  • Circle, a circular AoE centered around the user
  • Cone, a triangular AoE outgoing from the user in the direction of their camera/cursor

Path/Construct/Barrier → Uplift

Grounded Technique, used solely on the ground or otherwise launches the user downwards/cursor to trigger it.
Terrain Control, used to modify the terrain to give an advantage to the player. Else serves as Area Denial.

Player either slams, stomps, or lifts the ground with either their top or bottom limbs in order to displace it in {x} style, creating a damaging AoE around them of {y} size.
Styles:

  • Lift (basically a barrier or pillar explosion)
    • Wall: Lift the ground in the shape of a wall, +Size -Speed
    • Pillar: Lift the ground in the shape a pillar, +Damage -Size
  • Launch (basically the lion’s halberd’s useless skill)
    • Volley: Launch the ground in a volley of projectile, ++Speed -Size -Damage
    • Chunk: Launch the ground in a chunk projectile, +Size +Damage --Speed
  • Wave (basically viribus from rogue lineage)
    • Spikes: Lift the ground forward in a wave-like fashion in the shape of spikes, +Speed +Damage --Size
    • Pillars: Lift the ground forward in a wave-like fashion in the shape of pillars, +Size +Damage --Speed

Strength is often said to be boring to develop, but it uses magic energy as much as magic does. Nothing in the lore stops it from having an energy blast, so nothing should stop it from having the same skills that mages have.
Hopefully this suggestion managed to fuel big V’s creativity if anything, I don’t quite like making content suggestions, but it is what it is.

2 Likes

Look, man, I won’t deny the effort and stuff you put in, but if we’re giving every single combat type a version of moves from other types it doesn’t have, might as well remove builds from the game completely.

Magic is supposed to be primarily ranged, and strength is melee, there is little to overlap there. Would be better if you were to make fully original techniques.

11 Likes

honestly, if having builds means one is gonna get 10+ more moves then i’d rather remove builds, these techniques are creative and dont even overlap that much with the examples of spells he used. if i was a strength user and i wanted a defensive wall uplift seems like a good version of that. The game already released with strength using physical versions of spells. smash is just explosion shot is just blast, they just work slightly different. these techniques would work perfectly fine in game.

2 Likes

I do agree that strength needs some more content, but as Blue said, if everything’s a reskin of each other, there won’t be much build diversity

Strength shouldn’t have to take after magic just as magic shouldn’t have to take after strength

6 Likes

shot is actually beam, axe-slash is blast

1 Like

:man_shrugging: true tbh

I think the logic here is if the strength techniques were similar to magic spells they’d be more interesting for the devs to make. I’m honestly unsure if this would be the case but atp idk anymore

1 Like

That ultimately just feels like a bandaid fix though, like using a poster to cover up a giant hole in the wall and calling it fixed

Thing is i dont understand the negative feedback to this suggestion, alot of the technique ideas he came up with i imagine vetex actually adding. theres only so much you can do with the physical body aspect of the class that at some point you’re going to have to use the “energy” aspect of fighting styles in techniques. Focus is already an example of that.

1 Like

And there are ways to do that without basically just going ‘ctrl+c ctrl+v’ with magic skills. Let the class that’s built around using their body utilize their body for skills, don’t turn them into a different flavor of mage

yes i agree with that, but thats also why my point is that this suggestion does exactly that.
mages have a spell that allows them to make a barrier out of magic, so he came up with a technique that does the same by using physical strength to tilt the environment around the user.


picking up a piece of the ground and throwing is an application of strength yet it works the same mechanically as a blast. the difference in how its animated and looks is the only thing thats important mechanically it built around the player using their body for skills.

The only technique idea i have a problem with is probably projection.

2 Likes

I get what you all mean and agree with it, but at the same time this suggestion isn’t about making them 1:1 clones, it’s about easing the difference between the two by giving them similar tools built and applied in different ways.

Of course, it’d be a bit boring for berserkers to have a 1:1 equivalent of blast, but that was just an example to explain that it isn’t far-fetched to have some level of parity between the two, something that they’ve always had and should keep.

2 Likes

HE SAID THE P WORD, GET HIM!

Absolutely yeah it would be a bandaid fix, but I’d it gets the devs to make techniques then idk

I agree that strength needs some additional moves, but I don’t think that copying magic abilities into strength abilities is a great idea. Each class is meant to have its own pros and cons, and this would considerably decrease that. However, adding original strength moves would make sense!

blast → impact

the user uses their aura sigma lonely wolf strenght to cast a proyectile made with energy that explodes in contact

explosion → radius

the user makes explosions with their sole presence and flexing their muscles

javelin → spear

the user somehow manages to recreate a spear made with its mind, energy trace and dream and hopes, after landing it deals pulse damage

earth warlock at home:

i mean, they have a whole weapon catagory that they are still working on, so its not like only magic, weapon and spirit are the only things getting updated, (i do like the idea for a sorta stomp tecquine thou)

each build is already barely unique.