you can make shadow magic do x2 the damage at night and light magic x2 the damage during day.
Shadow would go from a 0.95x multiplier to 1.9, making it the hardest hitting magic in the game. Light would go from 0.85 to 1.7, still making it the hardest hitter in the game. These are both 2 of the fastest magics in the game.
Yeah… no.
I would be fine with their blindness effects being more potent at night and day respectively, but absolutely not giving them double damage.
Interesting concept, but no.
That’s kinda busted not gonna lie.
Ok thanks for the reply
no, that’d be way too op
but the concept of the time changing the magic is interesting, it made me think what if there was a lost/primordial magic that does different things during the time
Eh that would just make people extremely op in some fights and much weaker in others. People could simply decide to kill people during the time their magic is at their strongest, which is pretty unfair as light and shadow users would be the only ones with a boost like this.
This would make shadow and light the unquestionably best magics in the game with no close second.
They would hit harder than gold with way, way higher speed! Jesus christ no.
I do like the concept of “environmental” boosts though. Maybe if we tone this down a little to be a little more like the QoL changes that every other magic has, it would be more acceptable.
A list of possible ideas are as follows:
Acid: Puddles remain much longer while on the beach or nearby the sea, thanks to the humid environment.
Water: Soaked effect remains longer the closer to a sea or lake you are, and your Magic Size is 1.1x when in close proximity to the ocean.
Ink: Inked effect remains longer if you are inside a town or city, and you have 1.1x Casting Speed if you are inside of a structure. (Based off of the fact Ink is an invention commonly used by civilized peoples.)
Fire: Gain a 1.05x boost to all magic damage while nearby burning structures or terrain, with the Burning effect lasting 1.2x its normal duration.
Earth: Your Magic Size is 1.15x when using spells while grounded.
Ice: Your Casting Speed is 1.25x while at high altitudes or in other cold environments.
Lightning: Your Magic Speed is 1.1x while nearby any metal objects or structures, and your Casting Speed increases to 1.1x while raining or storming. (When weather gets added, of course.)
Magma: Your Magic Size is 1.1x while in an environment that is underground or nearby a volcano, and your puddles remain longer in that same environ.
Wood: Your Casting Speed is 1.2x while in a forest or other heavily wooded area.
Light: Your Casting Speed and Magic Size are both 1.1x while during daytime or in an otherwise brightly lit area.
Shadow: Your Magic Size is 1.25x while during nighttime or in an otherwise shadowed area.
Wind: Your Magic Speed is 1.2x while in a place at high altitude or in a wide open space.
Iron: Your Casting Speed is 1.2x while underground or nearby iron objects.
Paper: Your Casting Speed is 1.2x while nearby or inside civilized structures.
Poison: Your poison clouds last much longer while next to the sea, and your Poisoned effect will deal 1.1x more damage.
Gold: Deal 1.1x Damage while nearby shopkeep NPCs.
Plasma: Your Casting Speed and Magic Size are 1.1x while nearby a source of plasma (fire, lightning). This includes burning and charged objects.
Sand: Your Magic Size is 1.2x while in the desert or on the beach.
Glass: Your Casting Speed is 1.25x while nearby a structure bearing windows or glass.
Crystal: Your Magic Size and Casting Speed are 1.1x while underground or nearby a source of water.
Snow: Your Magic Size and Casting Speed are 1.1x while in a snowy or cold environment.
Explosion: Deal up to 1.15x damage based on how many structures you’ve destroyed recently.
Ash: Clouds remain much longer and deal 1.25x damage while in a volcanic or polluted environment.
I don’t like one the for gold, it’s way too situational.
Not to mention it’s sister element, iron, has a way less annoying to get buff than it.
Well, I’m glad you’re taking this seriously, wasn’t expecting that. What would you suggest, though? I’m not entirely sure what else to do for gold, because I guarantee you if I had a batter idea than that I would have picked it. I would say change it depending on how rich the area’s culture is, but that frankly just seems obnoxious.
Whenever you’re in the same area as a shopkeep or trader you get the buff.
That is a much better idea, thank you
Not going to lie, my brain was completely empty when it came to gold
You’re welcome, ideas are my specialty!
I really wish these were in the game, actually. I know vetex likes adding a degree of realism in the way magics interact with each other and the world around them, so I’d say this is a feasible idea for actually getting added. That being said, it’s fine if he would have to wait until the map being completed, as some of these involve environments that don’t yet exist, and it’s also fine if he doesn’t add them period, because I have no experience in game design whatsoever
I’d respectfully disagree, all these types of “this magic gets this buff, but this other magic gets this other buff” might seem fun, but are incredibly impractical from a game balance perspective.
Things like that are borderline impossible to be even remotely balanced, and the point is to have the magics balanced, otherwise you will truly have a few “meta” magics and all others will be trash compared to those.
I think World of Magic is already encountering this problem, to be honest. Lots of magics are more popular than other magics due to having unique interactions, abilities, or traits that even now make them more desirable.
With that being said, I do agree with your point of view. I’m by no means saying that these things should be and will be in the game, but I think that these are at least fun ideas that would be cool to see in-game.
Not popular doesn’t mean trash.
I agree some magics are overpicked while others ignored, best seen with the ridicule that paper gets lol, and I as a user love it.
It’s mainly the cool factor that gets people to pick the “best” magics, who wants dumb, wet, melty snow when you can have cool things like magma, plasma etc., or gold and iron, because big damage good.
Personal preferences also play a big role, I for example will never use any of the slow magics, I simply cannot stand them and would struggle to use them, let alone enjoy using them. But paper on the other had is fast, decent damage, looks fine, and bleed so I use it and I am pleased with its performance, the playstyle is different because you just don’t clash, but I wouldn’t do that anyways.