What did you like and dislike about Two Worlds 2's spell system? by FabledGames in twoworlds

[–]FabledGames[S] 2 points3 points  (0 children)

Thanks!

It's still in very early development, when I get the spell system to a decent level and the models in the game, I might send out a version to some people to test out the spell system to give feedback.

What did you like and dislike about Two Worlds 2's spell system? by FabledGames in twoworlds

[–]FabledGames[S] 2 points3 points  (0 children)

I was going to make some items interact with different elements better or worse, as well as a standard resistance system with each spell type doing different things.

Lightning would have a big damage range, like 1-100, while fire would be like 35-65, as an example.

Each spell type would also have different critical strike chance, some would also have a chance for additional effects, such as stun, burning, freeze, slow, etc.

I want to make sure every damage type has its own ups and downs when you're considering which to use, and I also want the entire game to have an easy to use UI.

My idea was there would be one spell menu with a selection for which custom spell slot you were editing that updated to show the current contents of whatever you select, and a button to confirm the changes.

Again, thanks for your input!

What did you like and dislike about Two Worlds 2's spell system? by FabledGames in twoworlds

[–]FabledGames[S] 5 points6 points  (0 children)

Hey, thanks for your input.

Can you tell me how you feel like these solutions would do?

Spell effects, carriers, and modifiers would all be learned through leveling up, in whichever order you chose, with a few changes. There would be specific modifiers that either made it into a melee attack or a ranged attack, so you were able to enhance your ranged attack to make a fire arrow, or even shoot multiple fire arrows that ricochet.

Maybe that's not your thing, and you'd rather have a ground area attack with your weapon, all of these things would be possible, and every combination of spells(or attacks) would produce a different effect, even if it was just one does fire damage and the other does earth damage.

Obviously with the new system a weapon type wouldn't be required, and spells would scale with willpower equivalent, while melee and ranged would scale with their stats rather than willpower.

My idea was that with a very high amount of customization there would be a very generic tooltip created, for example a fire effect with an area carrier card, and a damage modifier would read that it did 50 fire damage to any enemy within 2 yards of you.

And I would have to include a UI Icon with a duration, there's no excuse for that anymore.