Etheralness (time magic)

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Max
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Etheralness (time magic)

Post by Max » Sat Apr 25, 2020 10:40 pm

Here is the overpowered combo...

Core Traits
Spell Weaving ON
Stabilize (high magic) => True Sight (Star Magic)
Stabilize (high magic) => Hast (time magic)
Stabilize (high magic) => Etheralness (time magic)

Extras, even more overpowered
Cartography
Pathfinder
Swiftness
Crystal Mage

At end game this can let the player walk through walls for about 25 turns, each turn is about 50 or 60 squares movement.
You would only need to re-cast Etheralness once every 2 or 3 levels.
Last edited by Max on Sun Apr 26, 2020 1:51 am, edited 1 time in total.

zefz
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Re: Etheralness (time magic)

Post by zefz » Sat Apr 25, 2020 11:16 pm

Etheralness is a really powerful spell. I think we need to limit its use a little. For example require a specific gem to be cast (e.g an Amethyst for example). This also makes gem collecting more useful (other than money, blacksmithing or thaumaturugy).

To compensate for this limitation we can make the spell more powerful again like it was a few versions ago (longer duration?).

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Max
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Re: Etheralness (time magic)

Post by Max » Sun Apr 26, 2020 6:35 am

Yeah thats a good idea. Or maybe even any gem nonspecific.

I was thinking of suggesting to swap some spells with other magic schools.
Right now I feel that having time magic with Etheralness, Hast and teleport all together seems a bit op.
Moving Hast away from time magic would not slow Etheralness down but it would better reflect the combos value in trait point cost for anyone trying to do it.

...or... what if time magic was exclusive to high magic? (no Stabilize + Etheralness)
...or... we move Hast to the air magic school and then consider even having time magic exclusive to all 4 elements of magic?
Something like that.

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Grunz
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Re: Etheralness (time magic)

Post by Grunz » Wed Apr 29, 2020 10:49 am

Even if etherealness does allow you to walk through walls, that does not have to cost just one action.
You could also make it non-weavable. Or how about it costing mana each turn it runs, or even crystals.

athos
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Re: Etheralness (time magic)

Post by athos » Sun Sep 13, 2020 4:34 pm

How about this:

It lasts for a number of phases, the number of which depends on spell power.
Every time you walk through a solid object, that counts as one phase.
This would greatly nerf the cheese factor of the spell, but it could also be still more useful than teleport or portal in certain situations.

The number of turns it can last could also be more lax with this mechanic in place.

Implementing it would require adding some kind of special counter mechanic in addition to the "turns remaining" counter, but maybe this special counter mechanic could then be used for more things too, to make spells/abilities more varied/interesting?
One name idea for this special counter is charges.
Etheralness would start with n charges depending on spell power.
Every time you walk through something solid depletes a charge.

One example is it having (spell power / 10) charges. That would make it be able to do 15 phases at max spell power, which sounds like a very potent end-game ability for people who invested heavily in magic, but it's nowhere near as cheesy as what you can do with it currently.
One of the most cheesy things you can do is avoid most interactions by sneaking around the level inside walls. The charge system would make that tactic far less useful.

zefz
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Re: Etheralness (time magic)

Post by zefz » Mon Sep 14, 2020 7:33 pm

Good idea. This is the current state of Etheralness (Time Magic):
* Cost mana crystal to use
* Can only be cast once per level
* Spell weaving still works
* Duration is 1 turn + 1 turn per 10 spell power
* Each step through a solid object reduces duration of the spell by 1
* Now gives immunity to being stuck in webs

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