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Spell crafting how would it work

  • wesley41
    wesley41
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    Of course they'll do it at some point. We have to have something to complain about down the road :D
  • KochDerDamonen
    KochDerDamonen
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    I guarantee the spells in spell crafting would all all premade except for naybe choosing a damage type or some cosmetic feature of it.

    Probably quite similar to enchanting's runes, where you would find say...
    [spell type]Summon, Single, AoE, Self...
    [targets]Ally, Foe, Buffs, Debuffs, combinations thereof...
    [power&cost]variations of Duration, Strength, Cast-time, Channels...
    [resource?]Stam/Mag would probably be selectable, hopefully Health too
    Then probably a slot that is a little more personal, choosing what damage type it deals, or what sort of thing it summons.

    I can either see a large 'variety' of fairly bland spells that are easy to balance because they're basically pallatteswaps of eachother, or a few more complex and interesting spells that just have to be umlocked through crafting
    It it would have worked better then, before the soft limits were removed and hybrid builds were still a thing. I'm not sure how they would go about linking spellcrafting into the current game unless it worked off the magica pool and spell power, and that would annoy stam users no end, for obvious reasons. A "stam spell" just seems silly...

    @I_killed_Vivec Stamina characters already cast spells all the time, it's not like we have another word for lifting your sword in the air to regenerate health, causing shrapnel to orbit your body, absorbing arrows into health, how does Volley even work?, stabbing with a phantasmal summoned dagger, slashing with an ephemeral poisoned claw, jabbing with a spear of sunlight, becoming a hurricane, or... anything a warden does. :p
    Edited by KochDerDamonen on June 26, 2017 7:06PM
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
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