That'd skyrocket amounts of literally everything - spell combinations (of course), chaos (from accidentally queueing in other order), learning curve, revards for remembering combos, and even cleverly hidden Magicks. The vay to go might be (perhaps) balance, risk and again more focus on poverful chaos other than challenge.Īn interesting vay of skyrocketing the chaos vould be to make spells dependant on the order of elements in the queue. Note for the future: If you ever do Magicka 3, do not even think about streamlining the system again. Vith Poison around and a comeback of one-slot Ice and Steam the number of possibilities pretty much doubled. If E and D fused into a singe unique "Wall" element, or if S and F fused into a "Hellfire" element, we'd also have more hypothetical spell combinations to choose from but I don't think it'd be worth either the slowdown or the asymmetry - I prefer to watch the combination/transformation happen on the battlefield rather than in the queue. It's still five elements, it's just slightly slower to conjure. I dispute that EQSQRAS is notably "complex" rather than "long". That's true, but it costs more button presses than before and also begins to obsolete water as an element - if steam and water take up the same space in a projectile spell, both wet, and only steam adds damage, why would you ever use water? ![]() Pure boulders still kind of bounce languidly, beams feel hazy and insubstantial, lightning just kind of half-heartedly tickles things. Right now I'd say that only explosive projectiles - SDF, for example - and PBAOE novas have the kind of speed, impact, and graphical/audio punch to make them feel really satisfying to use. ![]() Having played some, I have to say that it's still hard to get over the slow and floaty feel most spells in Magicka 2 have.
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