Magic Changes Feedback.
Posted: Thu Jan 07, 2016 8:25 am
I debated where to start this post. I decided to do it here in hopes to see how other people feel about the new magic system as well. I personally would like to hear what non magus players have to say but I think everyone's feedback would be helpful.
The things I like about the new magic system.
1) Everyone can cast spells. I actually like the added diversity. It was neat seeing non caster types find ways to use some of these. Not a lot of people jumped on the spell train in the beginning but at the end of the year there were a few non magus' that had embraced the new system and I think more people were warming up to the idea. I think going backward from that now would be a mistake.
2) Essence Points are a thing now. This is going to be in both like and dislikes. I like that there is a way to fuel things other than life points now. I'll cover the dislikes in that section of my post.
3) Rituals are cool. They obviously need some work yet but they help promote people working together. I don't think every spell should be castable as a ritual.
4) Scrolls are a nice way for others to cast spells. My only concerns is that they were too common, because of the play test, and they should cost have a reduced essence cost so more people can utilize them.
Things I disliked about the new magic system.
1) It felt very rushed and it seemed to come out of nowhere. As I already stated I like that everyone can now cast spells but it was like no one was ready for such a drastic change. I know how much work went into making it happen but I think it may have been smoother if it had been introduced gradually somehow. There are a lot of new aspects that were added with this change and this past year of testing has revealed a lot of things that need to fixed, better explained or improved.
2) Essence Points are a thing now. So another resource to track isn't that bad but it seems like if you want to cast spells, even as a magus, you have to work really hard to get a large enough essence pool. This means that some spells are out of reach to everyone except the high level magus' and even then they have to sacrifice a lot to be able to cast them.
3) Game Stops. There are too many, they are longer then ever, and in the end, pointless. There are now even more ways to call a Game Stop then before. There are also reaction spells now that increase the length of game stops. Add let's not forget that the bad guys want to do epic things as well. All of this can bring a massive battle for survival to a grinding halt. The worst part is, in many cases, nothing actually happens. Counter Spell, Spell Wall, Dive for Cover, Blink, Transpose, and who knows what else I forgot all mean that all those times that disrupt play end up doing very little. Now, I don't think Game Stops need to go away completely but it's obvious that something needs to happen to reign them in.
4) The spells didn't seem very balanced. There were more than a few spells that felt like they were useless or cost too much while other spells were felt much more powerful but cheaper, likely so they could be used by more than just magus.
5) Too much variation in casting times. It's even worse if you're a Magus...
6) Spell sharing is too easy. There needs to be some way to prevent book passing.
7) So many spell components. They seem unnecessary and spells are too costly for non Magus characters. There is already mystic, which has very little use now that magic items have no upkeep. Sure, you can use 2 mystic in the place of one spell component but from what I've seen that's really not worth it.
So that's the way I felt on the new magic system in general. But wait, there's more!
Magus, the good the bad and the other.
I have always preferred playing magic users in games and though magus is new and very rough, I'm enjoying it! When the change happened I was sad to see Wizard go and be replaced by this new Magus thing. Phinkis changed drastically in the blink of an eye and I wasn't sure if I was going to even keep playing. I noticed some things right from the start that I didn't like and so the first event I only stayed for a short time to voice my concerns, dip my toes in the new magical waters and then I left. The next event I showed up a little late but I stayed for the whole time. I started to get to really see magus at work. As I played I noticed more and more things that concerned me but I also started realizing that none of my concerns made my character less fun. It's my hope that we can work out the issues and make Magus, and the new magic system, even better!
Before I start getting into the skills I want go over a couple things. Fist off, spell acquisition. A starting Magus get's no spells to start, and that's fine. A warrior doesn't get a weapon or armor unless they buy it either, but the costs of spells seems a little high for starting points. Next up, is that all of the magus skills are too good. That seems like an odd complaint. I don't mean to say the skills are too powerful, in fact I feel some could be better but it feels like you NEED to have more than 4 at each level to be effective. Ok, on with the show!
Basic Magus Skills
Vigor - It's a solid skill but I'm not sure why it's here. It seems like it was placed here more for other paths to pick up and easy 1 LP for 20 points.
Essence Increase - Another good skill. I feel it would make a much better first skill for the path. Making magic available to everyone was the whole point of the change right?
Quicken Casting - I hate this skill, it's overly complicated. As it stands though you have to have this skill and it's partner further down.
Essence Blast - Seems too empathy to me. I would rather see it turned into a spell and maybe interact with an empath's natural ability to throw magic.
Imbue Essence - I love this skill! It makes my much, lower LP total tolerable.
Sense Essence - This is a solid skill.
Durable Components - I hate the components but I like this skill. It's a must for a Magus to have a means to bypass material components since spells is all they really do.
Advanced Magus Skills
Arcane Regeneration - A must have skill, might be better in basic though. As it is now a basic magus is out for a while unless someone helps them recover their essence.
Essence Increase - Still a solid skill, though I've always hated skills that are the same at basic and advanced.
Cause Fear - Another skill that feels like it belongs in empath or as a spell.
Learn/Unlearn Spell - I like this skill. Keeps my spells safe. Right now it's a little weak since unlearned spells can be traded freely, but that's a different issue.
Armored Magus - This is a solid skill.
Ritual Magic - A little underwhelming actually. Sure, we cast a couple plot spells with some huge numbers but if we hadn't been able to cast it we would have found another way. Also, we were using it wrong, my bad... Unless some rituals go in that are variable cost then this skill isn't that great.
Master Magus Skills
Quicken Casting - I hate this skill, it's overly complicated. As it stands though you have to have this skill and it's partner further up.(Yeah, I copy pasted this and changed the last word, so what?)
Improved Essence Increase - MOOOORE POWER! Nice solid skill here.
Improve Spell - This is a great skill but I think it doesn't need to be a skill, I will explain...
Master of Magic - Awoken spells! Cool idea, spells that are more powerful then other spells so only a true Magus can cast them. Some may even be just like other spells but improved versions. See what I'm getting at here? Having to invest 2 master skills into casting better spells seems a bit much.
Negate Magic - I like this skill! I especially like the lash resist portion because it can still save people without completely negating the effect.
Modify Spell - This is a great ability! The only thing I would say is that every spell that has a call should contain magic by default.
Well, that's where I'm going to end this for now. Later on I will come back and give my feedback on the spells and even later than that I'll start my very own post on what I think we can do to improve things!
The things I like about the new magic system.
1) Everyone can cast spells. I actually like the added diversity. It was neat seeing non caster types find ways to use some of these. Not a lot of people jumped on the spell train in the beginning but at the end of the year there were a few non magus' that had embraced the new system and I think more people were warming up to the idea. I think going backward from that now would be a mistake.
2) Essence Points are a thing now. This is going to be in both like and dislikes. I like that there is a way to fuel things other than life points now. I'll cover the dislikes in that section of my post.
3) Rituals are cool. They obviously need some work yet but they help promote people working together. I don't think every spell should be castable as a ritual.
4) Scrolls are a nice way for others to cast spells. My only concerns is that they were too common, because of the play test, and they should cost have a reduced essence cost so more people can utilize them.
Things I disliked about the new magic system.
1) It felt very rushed and it seemed to come out of nowhere. As I already stated I like that everyone can now cast spells but it was like no one was ready for such a drastic change. I know how much work went into making it happen but I think it may have been smoother if it had been introduced gradually somehow. There are a lot of new aspects that were added with this change and this past year of testing has revealed a lot of things that need to fixed, better explained or improved.
2) Essence Points are a thing now. So another resource to track isn't that bad but it seems like if you want to cast spells, even as a magus, you have to work really hard to get a large enough essence pool. This means that some spells are out of reach to everyone except the high level magus' and even then they have to sacrifice a lot to be able to cast them.
3) Game Stops. There are too many, they are longer then ever, and in the end, pointless. There are now even more ways to call a Game Stop then before. There are also reaction spells now that increase the length of game stops. Add let's not forget that the bad guys want to do epic things as well. All of this can bring a massive battle for survival to a grinding halt. The worst part is, in many cases, nothing actually happens. Counter Spell, Spell Wall, Dive for Cover, Blink, Transpose, and who knows what else I forgot all mean that all those times that disrupt play end up doing very little. Now, I don't think Game Stops need to go away completely but it's obvious that something needs to happen to reign them in.
4) The spells didn't seem very balanced. There were more than a few spells that felt like they were useless or cost too much while other spells were felt much more powerful but cheaper, likely so they could be used by more than just magus.
5) Too much variation in casting times. It's even worse if you're a Magus...
6) Spell sharing is too easy. There needs to be some way to prevent book passing.
7) So many spell components. They seem unnecessary and spells are too costly for non Magus characters. There is already mystic, which has very little use now that magic items have no upkeep. Sure, you can use 2 mystic in the place of one spell component but from what I've seen that's really not worth it.
So that's the way I felt on the new magic system in general. But wait, there's more!
Magus, the good the bad and the other.
I have always preferred playing magic users in games and though magus is new and very rough, I'm enjoying it! When the change happened I was sad to see Wizard go and be replaced by this new Magus thing. Phinkis changed drastically in the blink of an eye and I wasn't sure if I was going to even keep playing. I noticed some things right from the start that I didn't like and so the first event I only stayed for a short time to voice my concerns, dip my toes in the new magical waters and then I left. The next event I showed up a little late but I stayed for the whole time. I started to get to really see magus at work. As I played I noticed more and more things that concerned me but I also started realizing that none of my concerns made my character less fun. It's my hope that we can work out the issues and make Magus, and the new magic system, even better!
Before I start getting into the skills I want go over a couple things. Fist off, spell acquisition. A starting Magus get's no spells to start, and that's fine. A warrior doesn't get a weapon or armor unless they buy it either, but the costs of spells seems a little high for starting points. Next up, is that all of the magus skills are too good. That seems like an odd complaint. I don't mean to say the skills are too powerful, in fact I feel some could be better but it feels like you NEED to have more than 4 at each level to be effective. Ok, on with the show!
Basic Magus Skills
Vigor - It's a solid skill but I'm not sure why it's here. It seems like it was placed here more for other paths to pick up and easy 1 LP for 20 points.
Essence Increase - Another good skill. I feel it would make a much better first skill for the path. Making magic available to everyone was the whole point of the change right?
Quicken Casting - I hate this skill, it's overly complicated. As it stands though you have to have this skill and it's partner further down.
Essence Blast - Seems too empathy to me. I would rather see it turned into a spell and maybe interact with an empath's natural ability to throw magic.
Imbue Essence - I love this skill! It makes my much, lower LP total tolerable.
Sense Essence - This is a solid skill.
Durable Components - I hate the components but I like this skill. It's a must for a Magus to have a means to bypass material components since spells is all they really do.
Advanced Magus Skills
Arcane Regeneration - A must have skill, might be better in basic though. As it is now a basic magus is out for a while unless someone helps them recover their essence.
Essence Increase - Still a solid skill, though I've always hated skills that are the same at basic and advanced.
Cause Fear - Another skill that feels like it belongs in empath or as a spell.
Learn/Unlearn Spell - I like this skill. Keeps my spells safe. Right now it's a little weak since unlearned spells can be traded freely, but that's a different issue.
Armored Magus - This is a solid skill.
Ritual Magic - A little underwhelming actually. Sure, we cast a couple plot spells with some huge numbers but if we hadn't been able to cast it we would have found another way. Also, we were using it wrong, my bad... Unless some rituals go in that are variable cost then this skill isn't that great.
Master Magus Skills
Quicken Casting - I hate this skill, it's overly complicated. As it stands though you have to have this skill and it's partner further up.(Yeah, I copy pasted this and changed the last word, so what?)
Improved Essence Increase - MOOOORE POWER! Nice solid skill here.
Improve Spell - This is a great skill but I think it doesn't need to be a skill, I will explain...
Master of Magic - Awoken spells! Cool idea, spells that are more powerful then other spells so only a true Magus can cast them. Some may even be just like other spells but improved versions. See what I'm getting at here? Having to invest 2 master skills into casting better spells seems a bit much.
Negate Magic - I like this skill! I especially like the lash resist portion because it can still save people without completely negating the effect.
Modify Spell - This is a great ability! The only thing I would say is that every spell that has a call should contain magic by default.
Well, that's where I'm going to end this for now. Later on I will come back and give my feedback on the spells and even later than that I'll start my very own post on what I think we can do to improve things!