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Features posted:Magicka: Wizard Wars is a fastpaced action PvP game that utilizes the humor and dynamic spellcasting system of Magicka, tasking players to form teams of four and blaze their way across the battlefield together, combining elements to cast hundreds of different spells to generate a broad variety of offensive and defensive effects. Each player can design a persistent and personalized wizard with hundreds of unique items and guide them to glory. https://www.youtube.com/watch?v=shxoBgtvKTA Links to the official Paradox forums: New Player's Guide: https://forum.paradoxplaza.com/forum/index.php?threads/new-to-magicka-wizard-wars-check-here.777869/ Tech Support: https://forum.paradoxplaza.com/forum/index.php?threads/tech-support-bugs-links-hackers-and-other-useful-info.740764/ It's Magicka, but balanced for PvP! Wizard Wars simplifie Magicka's mechanics by reducing the maximum elements in a spell to three and offering players only two different cast buttons, but boasts responsive controls, huge variety, and, incredibly, solid game balance. Though this is an isometric game in which you click on the ground to tell your character to move around, Wizard Wars plays more like a fighting game, requiring quick thinking and constant tactical decision-making from anyone who wants to win a fight against a halfway decent player. Wizard Wars features no in-game progression - killing enemies can fill up the "focus" bar you use to use special abilities faster, but you otherwise have the same stats and capabilities as your opponents from the beginning of a match to the end, and whether you'll win a given fight or an entire match, even if you start from behind, comes completely down to outplaying the opponent. Some screenshots, taken from the old thread: CONTROLS, GAME MECHANICS, AND GENERAL ADVICE: Most simply, left-clicking moves you around and right-clicking causes you to swing your weapon. If you hold down the right mouse button you'll charge up your weapon's special attack, which is usually something like a flurry of sword attacks or a spearcast or similar. There are eight elements, each of which is accessed with a different hotkey: Q is water, W is life, E is shield, R is cold, A is lightning, S is death, D is earth, and F is fire. Pressing a hotkey summons a little orb of that element that floats around your body, and you can maintain up to three elements at once in your "queue" - for instance, if I were to type A-S-F, I'd summon one lightning, one death, and one fire element. Opposite elements cancel each other, so while it's possible to combine fire and earth it's not possible to combine fire and cold - in fact, summoning the opposite elements to whatever you've readied is the only way to empty or modify your queue without biting the bullet and casting your spell. Once you've prepared a spell, right-clicking casts (or "forward-casts" or "force-casts") it, throwing it at whatever's in front of you. Middle-clicking self-casts (or "area-casts") it, causing it either to affect you directly or to emanate from you in all directions. The game's pretty smart about self-cast, and generally self-casting a spell will export all the spell's negative effects but grant you the positive effects; for instance, self-casting a fire spell will incinerate everyone nearby, but dry you off/warm you up without damaging you if you're soaked or chilled. In community parlance, some capital letters in a row designate a normally cast spell, and capital letters preceded by an exclamation point designate a self-cast spell. FFF creates a channeled flamethrower while !FFF creates an explosion of flame in all directions. Tip: By default, right-clicking on yourself will self-cast a spell, but I recommend turning this option off because it can screw you up if you're playing quickly. The 1, 2, 3, and 4 keys trigger your "Magicks". These are complicated, powerful spells that can't be produced using the basic element combination system alone, and they cost "focus" - your tier 1 Magick costs 25% of your maximum focus, your tier 4 Magick costs 100%, etc. Focus increases as you damage your enemies and heal your allies, and you also get a lump sum every time you kill an enemy, capture a spawn point, etc. You start with a default set of Magicks and can unlock more by playing the game. Right-clicking on your magicks, or pressing the arrow above them, lets you swap one for another of the same tier that you know - most commonly, this is used to replace whatever tie 3 you've been using with Revive towards the end of a Warfare match. (This is an element of the game that's technically unfair to new players, who have a smaller library of Magicks than long-time players, especially those who've been in the beta, but in practice the difference between having two magicks you could put in a slot and ten is invisible; the biggest game-changer is the ability to swap between both Teleport and Haste.) Self-casting a spell that contains the Shield element (E) gives you a "ward", visible as colored sigil under your feet. Since you can only combine three elements total, and one of them has to be Shield, you have two other "slots" in a ward to fill with elements - you might use !ESS to ward doubly against the Death element, or !ESF to ward partially against both the Death and the Fire elements. A partial ward blocks 50% of that damage type and makes you immune to the status effect associated with that damage type - for instance, warding against cold will prevent you from being chilled, and warding against lightning will prevent you from being mini-stunned. A full ward blocks 100% of its associated damage type, so for instance wearing !EDD (shield-earth-earth, self-cast) makes you completely immune to physical damage and lets you ignore the mundane weapons of enemy imps and wizards. This guy's warding against lightning and cold, so he takes half damage from each element and can't be mini-stunned or chilled, but if he's on fire he'll stay on fire even if someone uses a cold spell on him. Wards can block beneficial status effects. If you ward against fire, you can't ever be burned (even if you're using a partial ward and so still take 50% damage), which means that you can't be dried off or warmed up. If you ward against cold and water both, you'll be resistant to both and immune to ice damage but it'll be categorically impossible to put you out if you're on fire. Here are some important wards:
GAME MODES Training: A little arena in which you can attack a target dummy and summon hostile imps. It's also got some built-in tutorials! I recommend messing around in here at least a little before jumping into a match. Duel: A 1v1 best-of-3 match. Each wizard begins the round with an imp, and killing your enemy's imp will give you a shot of extra focus. Otherwise this is pretty straightfrward. Warfare: A 4v4 deathmatch/point-capture game. Each team starts with 100 spawn tokens; one is consumed each time a wizard respawns, and the enemy team loses a couple each time your team captures a spawn point. As well, each team's tokens slowly drain in proportion to how many spawn points the other team controls. You win by making sure every enemy wizard is dead and unable to respawn, generally because you've captured all three (or four, depending on the map) spawn points or because the enemy team's out of tokens. The Revive magick is very important here! Soul Harvest: A 4v4 strategy game more in line with classic mobas, this is just getting released, today, as part of Wizard Wars's official launch. Each team has an "Effigy" which the other team wants to destroy. Killing monsters out on the map and collecting their souls weakens the enemy Effigy's defenses until finally your team's able to safely take it on and blow it up. Dueling skills are still important here, but there's a lot more potential for beating a team of superior duelists using your own superior strategy - a team of Paradox devs actually managed to beat a team of community pros in this game mode's public debut via clever backdooring. Custom Games: You can set up custom duels or warfare matches (maybe even custom soul harvest matches?). There's even limited room for spectators. ITEMS, CUSTOMIZATION, AND PROGRESSION You get "crowns" (currency) and experience points for finishing matches, more if you win. You also, at the end of every match, have a chance to win bonus crowns, bonus mastery tokens, a key you can use to open the daily chest, etc. Generally, you use these things to unlock new weapons, which have different attacks and charge-up powers, or to unlock new Magicks, or to unlock robes/staves/trinkets/rings. There's a "mastery tree" which you spend "mastery tokens" to advance along, but what you're really buying isn't any lasting changes to your character but rathe the ability to equip an increasing variety of themed items. There's also a general store in which you can buy different skins for your robes, weapons and items that don't really fit into the mastery tree, etc. There's also daily chest - each day you log in, you can open it for a chance at some extra currency or an unavailable-any-other-way item. Elemental affinities are the main way one wizard's stats can differ from another. Equipping certain items will increase one stat at the cost of a different stat, and in the game as-is these tradeoffs always come in the same pairs:
In general, an elemental affinity increase your damage with the given element, increases your range/quality-of-life with the given element (beams last longer, sprays stretch farther, etc), and increases your passive resistance to the given element. Since every positive affinity is bundled with an equal negative affinity, this means that every element-specialist wizard is weak to something. Earth mages take lots of damage from lightning, Cold mages take lots of damage from steam and ice, etc. Exploiting your enemy's negative affinities and leveraging your positive ones is an important part of the game - but it's not a mandatory part, and a wizard with totally neutral stats is just as viable as an elemental specialist. There's even an item you can buy, the "Null Trinket", which gives your portrait a golden border and neutralizes all your stats, so that you can wear gear for cosmetic purposes alone. That said, affinities aren't quite balanced right now - the damage bonus and resistance bonus they grant aren't mathematically even, water affinity doesn't actually increase the damage you do with water-based attacks, etc. The team's constantly working to tweak this, though, and there's always something I, as an elementally neutral player, can do to turn the tables on an affinity user. In general, affinities probably give you the biggest advantage against newbies, because newbies don't know how to exploit them and pay more for their mistakes. MONETIZATION In the beta, it used to be that you had to spend real-life money to buy alternate skins for robes that could be bought with crowns in-game. As of release, though, it seems like everything is available for crowns alone, and you just spend real money to get extra currency, or XP boosts. Hypothetically, you can pay for power in that XP boosts will let you level quicker and therefore unlock Magicks quicker, and so you'll have more Magicks to choose from in-game than other players will, but I've never actually seen this make a difference and in general Paradox has been really scrupulous about monetizing this game. Ferrinus fucked around with this message at 22:50 on Jun 6, 2015 |
# ? Apr 28, 2015 11:46 |
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# ? Apr 24, 2024 09:33 |
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How aggravating are the F2P aspects of this game OP?
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# ? Apr 28, 2015 11:51 |
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I actually just added a section to the end of the first post, but in general not at all. They have, amazingly, actually scaled back how much of the game is locked behind real money as opposed to in-game currency, and even the stuff you buy with in-game currency doesn't actually make you any stronger than you would be wearing completely default gear (well, in a few specific instances it does, but that's because of specific balance problems, not general design philosophy). I bought the big expensive early access starter pack thing because I love the drat brand, but otherwise have never found that the game A) tries to annoy me into spending money on it or B) gives people who do spend money an unfair advantage.
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# ? Apr 28, 2015 11:55 |
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Kiiind of wish the game actually did have in match progression or something. It's a neat game, at least back in beta it was, but the lack of objectives or even game modes kind of made it real boring after a handful of matches. Still worth a try though.
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# ? Apr 28, 2015 22:18 |
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They just added an objective-based PvE-heavy game mode!
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# ? Apr 28, 2015 22:20 |
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This game is excellent, play it. If you want to be a master wizard there is no better choice.
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# ? Apr 30, 2015 13:42 |
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FYI if anyone's playing this and having the same horrific graphical slowdown on soul harvest/some of the warfare maps, turning off vertical sync might just solve everything.
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# ? Apr 30, 2015 15:36 |
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This thing possible to play in Aus or does it just become a lag-sandwich?
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# ? Apr 30, 2015 15:53 |
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This game rules but I just know I will get matched against a team of autistic super wizards soon and it will be no fun. The concept of a more objective based mode is great but I'm not so sure the soul harvest mode is a good implementation.
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# ? Apr 30, 2015 16:02 |
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Croccers posted:This thing possible to play in Aus or does it just become a lag-sandwich? The australia/southeast asia/whatever server used to be an actual lie and just direct you to US West instead. I believe that now the game's formally launched, whatever that means nowadays, there actually is one distinct server per option offered in the launch menu, but a server existing isn't the same thing as a server being densely populated. US East and Europe are still probably the most reliable sources of games. I played a bunch of warfare matches with Twingecrag this morning with maybe a minute's wait between each but I can't speak as to the other servers.
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# ? Apr 30, 2015 20:05 |
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please change my username to An Autistic Wizard
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# ? Apr 30, 2015 20:14 |
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Upon further review the soul harvest mode is definitely boring. Stick to regular wizard murdering mode.
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# ? May 1, 2015 16:18 |
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I think Soul Harvest should've actually been structured a little more strongly after Dota/League/etc. If there were some lane-equivalents that at least a couple wizards per team had to see to, such that you were constantly rather than intermittently interacting with the enemy, it'd be a little more engaging. As is, I also prefer Warfare.
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# ? May 1, 2015 22:09 |
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Comrayn posted:This game rules but I just know I will get matched against a team of autistic super wizards soon and it will be no fun. You could look at how you lost, and attempt to improve for the next time
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# ? May 1, 2015 22:11 |
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Looks like a pretty good MOBA. I'll definitely have to check it out.
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# ? May 1, 2015 22:11 |
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Ferrinus posted:I think Soul Harvest should've actually been structured a little more strongly after Dota/League/etc. If there were some lane-equivalents that at least a couple wizards per team had to see to, such that you were constantly rather than intermittently interacting with the enemy, it'd be a little more engaging. As is, I also prefer Warfare. For sure. As it is it's like if Dota replaced the lanes with more jungle so both teams just kill NPCs all game. The only point in engaging the enemy team is to slow down their NPC killing.
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# ? May 1, 2015 22:40 |
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WW's dev team is small but listens really attentively to feedback; it looks like they've made a bunch of changes to Soul Harvest already.Escher, on the official Magicka: Wizard Wars forums posted:SOUL HARVEST MAP 2 It looks like they just reset keybindings so watch out that you don't have self-cast on right click enabled or something.
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# ? May 5, 2015 19:35 |
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Any word on a mac version?
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# ? May 5, 2015 19:48 |
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Not that I've heard. Here's this week's patch:quote:Greetings Wizards!
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# ? May 13, 2015 19:14 |
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Here's a thing i got from a humble bundle for this game, Enjoy https://www.humblebundle.com/gift?key=v5rPvHGXWhrNE7dZ
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# ? May 13, 2015 22:07 |
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This week they're clamping down on leavers:Nisshagen posted:Hello,
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# ? May 19, 2015 16:34 |
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I'm going to bump this with patch notes until I forget to (this one's a doozy):MWW Official Forums posted:Hi folks,
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# ? May 26, 2015 23:34 |
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# ? Apr 24, 2024 09:33 |
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I've been neglecting this thread but they just added team deathmatch mode, the ability to queue for multiple 4v4 modes at once, a dedicated "select magicks" key, and a bunch of extra crafting stuff. Deathmatch is REALLY fun.
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# ? Jun 25, 2015 18:25 |