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  • Page 6 of 6 FirstFirst ... 23456
    Results 51 to 53 of 53
    1. #51
      JaredSpellFrost's Avatar
        JaredSpellFrost is offline Grandmaster Wizard

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        •  130
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        •  Ice
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        •  Fuzzy Jake
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        •  Freezing Raincore
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      Unhappy Re: Opinions on new spells?

      Quote Originally Posted by WarWeaver View Post
      Can't say that I'll ever agree with you. I'll just wait and see how these new spells turn out, and if things go south they can always make adjustments. It was nice chatting with ya.
      You can lead a horse to water, but you can't make them drink I suppose.. Hopefully KingsIsle will alter these spells before Test Realm goes Live, since there's nearly no hope for them to be changed later down the line.



      "Yet like a bad case of athlete's foot you just kept coming back." -Cosmos
      . . . with Persistence, Victory is assured.




    2. #52
      Oxnhorse's Avatar
        Oxnhorse is offline Magus Wizard

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        •  Ice
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        •  Master Heidi
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        •  Enchanted Armor
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      Re: Opinions on new spells?

      Quote Originally Posted by WarWeaver View Post
      The idea is nice and the animations would probably be pretty fun to see. It's just that most of the effects seem off. Just my opinion.

      A 2 round stun on top of the pip removal is pretty busted.

      Preventing your opponent from gaining shadow pips is pretty busted.
      A 2 round stun is encroaching on Myth territory.

      Not a fan of the effect. The drain is encroaching on Death territory. Plus, if they wanted to heal a weakened teammate they wouldn't use this over a regular heal, especially since it stuns you.

      This one is actually pretty awesome. Double hit and a summon? Just right up Myth's ally.

      The pip removal seems odd for a Death spell.

      It's really encroaching on Death and Life territory.
      Thank you for the feedback. I realize that talking about possible future examples, before Lumeria comes out might be a bit unnerving; but I was trying to think about originality.

      I've seen too many instances where spells like Efreet was copied and then given 6 different variations, so all the schools had one. To me, that kinda crossed a line for individuality within the game.

      Maybe @Ratbeard, @Eric Stormbringer or @Sparck can rework the ideas on how the 7 have casting effects, but I will admit that the Life effect is assisting a weaker member of the team at the expense of themselves for 1 turn (allowing the wait to reach another pip instead of just passing a turn/basically the same outcome), while the Balance one adds a heal into their deck, with the other 2 learned early on.

      Regarding Myth, I've seen others own the duel with their decks and it would be an awesome choice if it were actually added to Live; the only problem others might have, is that many people nowadays travel in 4's which would prevent the effect from triggering Talos (and in making an allowance for doubling the current hit points, it would give the player additional aid fight mobs, boss or pvp).

      As for the ideas behind Ice, Fire, Storm and Death; I wanted to play on the overall strengths of each school, and in regards to the Death one, it would be kinda cool having a random choice selected for you would be cool, while also playing with a health steal that leaves a DoT effect on the selected enemy for 3 rounds.

      Oxnhorse

    3. #53
      Shadow Slayer's Avatar
        Shadow Slayer is offline Legendary Wizard
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      Re: Opinions on new spells?

      Hope KI looks at this thread..anyways I think the new balance and storm spell should get their damage buffed definitely..
      Level 140 Ice: Joseph IceStrider~Level 140 Death: Angel~Level 140 Storm: Angel

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