S
Sarphus
Guest
This is just a brainstorm idea of how to take us from what magery has become back to what it used to be.
Consider the following changes done all in the same publish...
Meditation reduces the likelihood of a mage being disrupted when hit.
New weapon special is added to disrupt meditation mages.
Paralysis and stun automatically interrupt spellcasting.
Magic resist skill can "parry" spells, reducing the damage of damage spells by a value that scales between 20% and 90% based on the target's magic resist skill level.
Protection spell is changed to be a toggle-on spell that costs no mana to toggle off (to avoid being stuck in protection with 0 mana). When toggled on, the spell gives a negative MR rating (drains mana) and reduces the damage done to a caster by archery attacks. The amount of damage reduction would be scaled based on the sum of magery, meditation and evaluate intelligence and then buffed by inscrption.
Arch protection spell is changed to be a toggle-on spell just as described by protection spell above, but all targets (friend or foe) gain the protection buff when standing within 3 tiles of the caster who is arch-protected.
Magic reflection is reverted back to actually reflect spells like it once did. Spells have a 10% chance to strike the caster of the reflected spell. The power of spells that can be reflected is based on the magery and eval int skill of the person who cast magic reflection vs the magery/eval or necro/ss of the caster (for magery and necro spells respectively).
Reactive armor is changed to be a melee-range damage blocking spell. When a mage with RA on is struck at melee range, the attack is blocked and a timer is set. Each time the mage re-casts RA before the timer expires, the block chance goes down by 10% and the timer is reset. So basically, a mage can't just stand there spamming RA to be immune to melee-range attacks.
Well... have at it... What do you guys think?
Consider the following changes done all in the same publish...
Meditation reduces the likelihood of a mage being disrupted when hit.
New weapon special is added to disrupt meditation mages.
Paralysis and stun automatically interrupt spellcasting.
Magic resist skill can "parry" spells, reducing the damage of damage spells by a value that scales between 20% and 90% based on the target's magic resist skill level.
Protection spell is changed to be a toggle-on spell that costs no mana to toggle off (to avoid being stuck in protection with 0 mana). When toggled on, the spell gives a negative MR rating (drains mana) and reduces the damage done to a caster by archery attacks. The amount of damage reduction would be scaled based on the sum of magery, meditation and evaluate intelligence and then buffed by inscrption.
Arch protection spell is changed to be a toggle-on spell just as described by protection spell above, but all targets (friend or foe) gain the protection buff when standing within 3 tiles of the caster who is arch-protected.
Magic reflection is reverted back to actually reflect spells like it once did. Spells have a 10% chance to strike the caster of the reflected spell. The power of spells that can be reflected is based on the magery and eval int skill of the person who cast magic reflection vs the magery/eval or necro/ss of the caster (for magery and necro spells respectively).
Reactive armor is changed to be a melee-range damage blocking spell. When a mage with RA on is struck at melee range, the attack is blocked and a timer is set. Each time the mage re-casts RA before the timer expires, the block chance goes down by 10% and the timer is reset. So basically, a mage can't just stand there spamming RA to be immune to melee-range attacks.
Well... have at it... What do you guys think?