Author Topic: Introducing Magic Resistance !!  (Read 6184 times)

valentineaaron

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Re: Introducing Magic Resistance !!
« Reply #15 on: January 03, 2012, 09:14:07 am »
I am curious what everyone thinks about maybe adding another limitation to magic use.  One of the problems in game right now is that mage/warriors are nearly invulnerable.  I think it would be a good idea to limit magic casting in armor.  You could prevent it at all in  heavy armor, or seriously reduce the spell effectiveness.  It would limit the ability of warriors to cast magic while fighting in their armor but it would also force mages to wear robes instead of any armor at all.  That is what they do in most games I have seen because otherwise the magic users are too strong.  And I did get into a fight recently with a maxed out warrior while I had no armor on.  I'd have won because of the distance involved since he attacked me from far away but he started using healing magic to get back health and was able to kill me in close quarters.  I think taking away the ability to cast while in armor of any kind will even out the game faster then any other changes.

Korumak

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Re: Introducing Magic Resistance !!
« Reply #16 on: January 03, 2012, 09:37:54 am »
Kind of comes down to that old argument else where.

No ones online you know, what to do, Quest, train, kill, repeat till maxed.... Top in swards... next magic... repeat.  So yeah the old timers are all maxing out Armor, Swords and Magic.  They got their characters and names, and starting is pain full, so why 'limit'.  if you dont limit they can keep going on and doing something waiting for others and prospective newbies to join (if evil) and go sick em. plus already have that 10+ in mining so mining for something isnt as painful as it would be with a new character.  Plus people would have to know X is their alt etc.  Easier to go with the same character.

You prevent Warriors from using magic, what are they going to do when maxed out, and they dont want to craft or mine... hava a heart Valentinaaron. (can you read the sarcasm)

But is going to boil down to the DEV and the world setters as arguments go back and forth.  AD&D, they had that argument for years.  pointed to all the same sources then came up with a solution, a "Battle Mage" with a very limited spell selection, but they allowed armor for it with out the penalties.  But they didnt allow the extra perks of a fighter.  Thats one solution.  Imagine a warrior only limited to healing magic.... and no 'offensive spells, except 'cold' and the like.

Other worlds have magic coming from other sorces that allow magic and armor together as one, as part of an all around concept of a fighter.  Others its black and white one with out the other.
If your going to go Magic user=no phyical armor, than they need magic Item/spell to make it capable to the warrior side.  After all you get bum rushed by a warrior in full plate, a robe and a wind aint going to do squat.  If there is the equivlent, I havent seen it yet.

So I think its up to the Dev/world setters to define thoes lines.  Me personaly I always like the seprate issue.  Mages cant wear armor. rule.  Why, mages spend so much time money and effort, getting the items, spells etc, also have to contend with people who have a lot more time to play than we do, and can power up in both and have the best of both.

My character who originally started out as "Just a bard" now has come to the fact, hes going to need some kind of defense, or some kind of combat ability to defend him self from (evil characters).  So now not only do I have to beef up the musical instruments, but now magic, and armor, and armor training, plus ways to make even more tria, and moe PP to pay for it, even then I'm still short in weapons, and don't stand a chance against seasoned characters, and characters that have been on the server for years.  So my opinion is biased.

So in short i think its going to boil down to the world setters, and their opinions and a decision their of.
Just my Two Tria for what its worth.

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valentineaaron

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Re: Introducing Magic Resistance !!
« Reply #17 on: January 03, 2012, 09:50:18 am »
Good point.  There are actually defensive spells in the game that can protect you from physical blows.  The only issue with them is that at the moment they are tied into the defensive ratings of your armor.  So if you have no armor on the spells don't do a thing.  If they changed that around I think it would work great.  And as for the bum rushing warrior, well he better be really close or have good magic resistance because even at a full run he'll be dead pretty quick.

Talad

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Re: Introducing Magic Resistance !!
« Reply #18 on: January 13, 2012, 11:56:26 am »
At the moment there is no way for players to have magic resistance, but this is going to change soon. We want to add two prinary ways of resisting magic:
- loot items will have modifiers for magic resistance (this will apply to already existing items)
- armor crafting. Crafters will be able to add magic resistance to armors, making their work very useful. We are about to finish leatherworking, and we will test adding the magic resistance on top. After that other armor making will follow.

Minks

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Re: Introducing Magic Resistance !!
« Reply #19 on: January 13, 2012, 01:05:31 pm »
We are about to finish leatherworking,
*A jubilation can be barely heard from somewhere deep in a stinky, dusty lab hidden in a stinky, dusty city.*  \\o//

Cirerey

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Re: Introducing Magic Resistance !!
« Reply #20 on: January 13, 2012, 02:43:37 pm »
Great! My flaky diaboli char can finally get a paying career leatherworking. And prove that she isn't doing it *just* to make whips and bondage gear.  :devil:

Bonifarzia

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Re: Introducing Magic Resistance !!
« Reply #21 on: January 13, 2012, 06:08:31 pm »
*A jubilation can be barely heard from somewhere deep in a stinky, dusty lab hidden in a stinky, dusty city.*  \\o//
*Drags Minks out of the dusty lab and joins the jubilation*

Seriously, I am looking forwards to seeing these features in game.
And its good that some of the discussion here was forked into a separate topic.

Gilrond

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Re: Introducing Magic Resistance !!
« Reply #22 on: January 13, 2012, 07:56:54 pm »
Great! Craftable magical items are very welcome.
« Last Edit: January 13, 2012, 09:24:54 pm by Gilrond »

Gilrond

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Re: Introducing Magic Resistance !!
« Reply #23 on: January 13, 2012, 09:24:59 pm »
Please consider also magic resistance in magic itself. As was discussed already, Water Barrier can for example resist RW spells, while Flame Spire can resist BLW and so on. It's just an example, I don't mean that these particular spells should be specifically used. There can be special spells to temporarily defend oneself against specific magic attacks.

valentineaaron

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Re: Introducing Magic Resistance !!
« Reply #24 on: January 14, 2012, 07:29:06 am »
I agree Gilrond, it would be nice if spells could resist other magic as well.  Would be helpful at times when you fight another mage.

Caraick

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Re: Introducing Magic Resistance !!
« Reply #25 on: January 17, 2012, 10:38:30 pm »
Agreed with that.  However, that's tempting the option of simply making Anti-Magic an alternate magical way.  In that case, you'd have everyone immune to magic. :P
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Rigwyn

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Re: Introducing Magic Resistance !!
« Reply #26 on: January 17, 2012, 10:49:30 pm »
What would be nice is magic resistance was applied to light armor only - thus bringing its value closer to that of plate.

At the moment, it doesn't really make sense to train LA when you could train medium or heavy instead.

A more reasonable compromise might be to make light armor much more conducive to magic resistance, and heavy armor less conducive.

Gilrond

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Re: Introducing Magic Resistance !!
« Reply #27 on: January 17, 2012, 11:36:50 pm »
Benefits of LA should be applied to combat besides magic. HA should hinder speed more than LA for example.

Aramara Meibi

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Re: Introducing Magic Resistance !!
« Reply #28 on: January 18, 2012, 12:22:09 am »
it seems to me you guys are rehashing arguments currently taking place in other, various threads.
all blessings to the assembled devotees.

Herihi

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Re: Introducing Magic Resistance !!
« Reply #29 on: January 18, 2012, 04:46:55 am »
Making penalties for the heavier armor would be the only thing you would need to implement.  If you got tired real quick while wearing it and also you move much slower that would be enough to tempt those to choose lighter armor.  Plus I still think you need to reduce magic effectiveness in heavier armor.  Part of the trouble is you have players with maxed out HA casting realm 5 spells so they are nearly immune to combat and magic damage.  Prevent them from combining magic and heavy armor, or reducing the effectiveness of the spells would fix that issue real quick.