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Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world


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.

  • Fight intense 4-on-4 PvP battles, with co-op spellcasting, wielding fire and dragons as your weapons.
  • Show your skills in fast-paced action, dynamically choose your spells on the fly to counter your opponents’ attacks.
  • Friendly fire is in full effect, staying true to the Magicka tradition of “accidentally” killing your friends.
  • Indulge your wizard pride and get your Robes, Staves and Humor of choice ready!

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:
  • Earth Wards block physical damage and prevent quake knockdown, but slow your movement. This means most weapons, but also hurled boulders and ice shards. If you're in close-range combat, you probably want to wear at least a partial earth ward (!EFD or !ERD, say) to stop your enemy from stabbing you or knocking you down. Double earth wards, !EDD, make you completely immune to physical damage, which means that you need never die to imps or other low-tier monsters if you don't want to! However, earth wards manifest as physical armor made of rock that makes you walk more slowly.
  • Life Wards give you passive regeneration, but block healing. Repeat: a Life ward wards against the "Life" element, preventing you from being healed by yourself or others! Something like !EWR or !EWA will cut healing you receive in half, while !EWW will make you impossible to heal by any means. Life wards are handy to wear if you're moving around the map or want to ignore incidental damage, but don't leave them on in combat unless you know exactly what you're doing!
  • Steam (!EQF) and Ice (!EQR) wards block their element completely. A steam ward's the only way to take no damage from steam, but won't protect you from ice at all. An ice ward or an earth ward will stop you taking damage from ice, but won't protect you against steam at all. Otherwise, a full or partial water ward will cut damage from steam and ice in half.
When cast with RMB, shield-based spells create obstacles in the world that you can use to block wizards or other spells. Here's what you can summon and what it blocks:
  • Walls (EDX), are barriers of solid rock that wizards can't walk through and that boulders bounce off of. A wall is immune to any of its own constituent elements, so EDF can't be destroyed by fire and EDS blocks death beams. Walls infused with any non-earth element rumble and explode after a moment, and WILL hit you if you don't move or ward appropriately, so watch out! (This means that an EDW wall can heal you, though.) In general, ice shards, sprays, and beams will pierce walls unless the wall matches them exactly, and lightning bolts will arc through walls to hit people behind them from most angles.
  • Mines (ESX or EWX, as long as X isn't A) will arm as soon as someone steps on them, but only explode when someone steps off them, or when they're hit by a spell. If someone puts mines underneath you, stay calm and ward appropriately! Like walls, mines spawn close enough to you to damage you upon exploding, so either ward appropriately or backpedal immediately in order to avoid killing yourself. They aren't supposed to block anything, but they currently can occasionally stop a boulder that'd fly directly over them.
  • Storms (Any E+other elements spell that isn't one of the above) are intangible curtains of energy. They block lightning bolts and can do a lot of damage to anyone dumb enough to stand inside them. EX makes a small storm while EXX or EXY makes a big storm, but EF's pillar of fire and EFF's curtain of fire deal the same per-tick damage.
  • Shields (E or !E, no other elements) are screens or domes of yellow light that reflect beams and block sprays but don't block anything else. Anyone whose beam gets reflected right back at them is knocked right on their rear end. !E produces a big dome that'll block beams and sprays from all sides, but doesn't stop people under the dome from spraying other people under the dome. (Any attempt to use a beam under it fails, though.) Walls and shields are batched together; you can have one or the other up, but not both.
Healing is super strong! The basic WWW triple life beam heals more hitpoints on the target than any single spell deals damage, and even just raising some defenses, putting on a ward, and channeling !WWW on yourself will allow you to heal through way more than you might think! Heal your teammates whenever you can, and if you're under pressure and unsure of what else to do it can't hurt to heal yourself in an attempt to buy time. A lot of high-level gameplay involvs keeping your enemy so off-balance they can't heal themselves continuously, and intercepting the healing beams of your enemies. Note, you can still heal someone even if they're behind a shield - just use DWW, or QRW, or AWW to smack them with a healing rock, zap them with healing lightning, etc.

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:
  • Max HP vs. Move Speed
  • Water vs. Cold
  • Life vs. Shield
  • Lightning vs. Earth
  • Death vs. Fire
You can otherwise mix and match these, so you could have a +Fire/-Death staff, a +Speed/-Health robe, etc. Unfortunately, rings and trinkets aren't visible on someone's character model so you can't tell at a glance whether someone is secretly a lightning specialist in addition to whatever they seem to be wearing, but staff and robe make the greatest mathematical difference to someone's stats, and you can mouse over other players in the game lobby before a match to see exactly what their stats are.

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

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mila kunis
Jun 10, 2011
How aggravating are the F2P aspects of this game OP?

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
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.

Det_no
Oct 24, 2003
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.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
They just added an objective-based PvE-heavy game mode!

TwingeCrag
Feb 6, 2007

I got a Phd in Badassery
This game is excellent, play it. If you want to be a master wizard there is no better choice.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
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.

Croccers
Jun 15, 2012
This thing possible to play in Aus or does it just become a lag-sandwich?

Comrayn
Jul 22, 2008
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.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world

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.

Athropos
May 4, 2004

"Skeletons are Number One! Flesh just slows you down."
please change my username to An Autistic Wizard

Comrayn
Jul 22, 2008
Upon further review the soul harvest mode is definitely boring. Stick to regular wizard murdering mode.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
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.

Countblanc
Apr 20, 2005

Help a hero out!

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.

The concept of a more objective based mode is great but I'm not so sure the soul harvest mode is a good implementation.

You could look at how you lost, and attempt to improve for the next time

Vermain
Sep 5, 2006



Looks like a pretty good MOBA. I'll definitely have to check it out.

Comrayn
Jul 22, 2008

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.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
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
A brand new map for the Soul Harvest game mode. It's a smaller and more intense map, with some new timed activities and a different disposition of NPC's. Twice the trolling so to speak. ;)
The biggest issue the dev team sees with the current Soul Harvest is that the rounds take too long time - players quit and it's incredibly annoying for everybody.
We will begin tracking quitters and are working on a "cooldown" system that makes quitters cool down before they can play again.

SOUL HARVEST TWEAKS AND BUGFIXES
Lowered Required Souls to 200, from current 300. This should reduce the match length towards the target of 12-15 minutes.
Removed an exploit where players could become immune to Effigy sentry damage. Please play nice, k?
Magic Missiles are now correctly stopping their sounds, also removed 2 turret loops, so only 1 is played per base.
Lowered volumes for Effigy and Magic Missiles.
Trolls and Orcs now break through barriers visually.
Remaining Effigy Sentries are destroyed on Win
Mortar Goblins are now immune to their elements and related status effects, and weak to the opposite element.
Announcement text added for Focus pickup
Gamemode timer synced with log and ui
Proper post mortem UI text spacing

XP BOOSTERS
We are testing our new Achievement system and celebrate this by using it to give you a free 24h booster!
Oh, and we have great plans for the boosters in the near future. If you have one, you won't be disappointed!

SCORING
Lower XP reward for killing NPC's, more XP reward for Soul pickups.
Made it easier to do an "assist" (changed the damage tracking duration to 15 seconds instead of 5 seconds)

MAGICKS
If a player selects a Magick to cast and then switches to another Magick in the same category, the placement indicator of the first Magick will no longer be displayed on the ground.
It's now possible to change Magicks with caps-lock enabled.
The Geyser Magick now applies the wet status effect as intended.

TUTORIAL/TRAINING GROUND
PLAY button glow is now removed if you join a party during tutorial.
PLAY button no longer stroboscoping when joining/leaving party during tutorial.
Custom match button disabled during tutorial.
Crowns/boost buttons disabled during tutorial.
Added "back to menu" button in training grounds.

SPECTATOR MODE
Hide mouse cursor if not moving it.
Improved kill log color coding for spectator mode.
Brightened red color, should be more friendly for video compression.

SETTINGS SCREENS
Graphics settings quality presets now works as intended.
Quality setting for lighting no longer interferes with anti aliasing.
Keybindings reset to default.
Changes discarded when exiting settings without acceping changes.
Arrow buttons now make sound when you click them.
Audio settings mute sound now also mutes music.

It looks like they just reset keybindings so watch out that you don't have self-cast on right click enabled or something.

Fuligin
Oct 27, 2010

wait what the fuck??

Any word on a mac version?

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
Not that I've heard. Here's this week's patch:

quote:

Greetings Wizards!

What is best in life?

Crush your bugs. See them driven before you. Hear the lamentations of more wizards.

Our servers are going down approximately 15:00 CEST and are estimated to be back up within an hour.

Please report any new issues using the established bug report methods, found here.

BOOSTERS
We boosted the Boosters! They now give you the following bonuses:
Double XP
Double Crowns
Double Mastery Tokens at level up (!)
Guaranteed end of round reward in addition to the normal random drop

STORE
10 Elemental Mastery packs!
New Robe - Minstrel Robe
New Weapon - Tomahawk

EMOTES
Preview functionality! Yes, you can now preview each Robes emote in the Store and in the gear screen. Sound has been added to several as well.

SOUL HARVEST GAME MODE
Trolls are now immune to Frozen and Chilled statuses.
Next troll is no longer banging the door to get out when the first troll is still alive
Imp Sappers are significantly better at following you and attack the intended targets
Goblin Shaman now attacks properly through his line of sight blockers and has additional sound.
Goblin shaman is no longer charmable.
Effigy is now immune to magick damage and 20% resistant to Death damage.

And a bunch of other bugfixes.

Regards,
The Wizard Wars Team

Jxforema
Sep 23, 2005
long live the Space Pope
Here's a thing i got from a humble bundle for this game, Enjoy

https://www.humblebundle.com/gift?key=v5rPvHGXWhrNE7dZ

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
This week they're clamping down on leavers:

Nisshagen posted:

Hello,

This weeks update includes 2 main features: Curse Voice integration and a Forfeit system!

Curse Voice
We're very happy to partner with Curse Voice to provide you with integrated, automatching VoIP in the game.
Basically, install the Curse Voice client and play the game - you will automatically get VoIP chat with your team, regardless if its a custom match, party or if you are matchmade. To make things extra special you recieve a great looking Curse Staff when you play with Curse Voice. Find more details and download the Curse Voice Beta client here.

Forfeit System
One key issue that we are working on is to improve the player experience in lobbies and matches. The currently biggest problem is players who quit. So, we've taken the first steps to alleviate this by doing the following:
* There is no longer an option to quit from a lobby.
* There is no "quit" option in matches, its replaced by a "Do you wish to forfeit" option that becomes active 90 seconds after match start.
* Initiating a Forfeit will let your other teammembers vote if they want to forfeit. If all players on a team choose to forfeit, the match ends instantly.
* There are no rewards for Forfeiters.

We are also beginning to track quitters who alt+F4 out of lobbies and games, and players who go AFK, to see how prevalent these issues are. If they are a problem, we will deploy punishment systems preventing quitters from playing the game for some time.

As extra bonus:
* Some new emote sounds
* 2 memory leaks fixed on the gameservers.

Next weeks update should see some magicks rebalancing and hopefully the Crafting feature. ;)


Best Regards!
/Nisshagen

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
I'm going to bump this with patch notes until I forget to (this one's a doozy):

MWW Official Forums posted:

Hi folks,

Servers will come down at 13:00 today, patch notes below!

Spells
* Barriers
- Added small decal for Earth Barriers.
- Ice Barrier HP increased from 150 to 500, increasing its lifetime.
- Ice Barriers are now immune to Cold and Water damage.
- ED now spawns half as many barriers as EDD. EDX remains the same.

* Mines
- Are now ignored by Lightning Bolts.
- EW/ES now spawns half as many mines as EWW/ESS. EWX/ESX remains the same.

* Storms
- Damage unified among different Storm sizes. The amount of elements now only controls size, ergo EFF is larger than EF but deals the same damage.
- Damage changes: EFF increased from 40 to 80, ERR increased from 35 to 45, EQQ changed from 25 push to 30, EA changed from 100 to 80, EAA increased from 75 to 80.

* Beams
- Life beam base "damage" changed from 300 to 250.
- Steam base damage increased from 40 to 90.

* Lightning Bolts
- Life lightning base "damage" increased from 65 to 75. (AAW now also heals)

* Projectiles
- Steam base damage increased from 100 to 170.

* Spray
- Steam base damage increased from 225 to 250.

* AoE
- Steam base damage changed from 150 to 125.

Magicks
* Midsummer's Blessing
- Duration changed from 10sec to 4sec.
- Initial Delay changed from 2sec to 0.5sec.
- Heal amount increased from 110HP/sec to 375HP/sec.
- Fixed some sound issues.

* Fire Tornado
- Changed duration from 12sec to 8sec.
- Velocity changed from 6m/sec to 3m/sec.
- Turn time (time it takes before it starts to turn) changed from 2.5sec to 1.5sec.
- Turn speed (time it takes for it to complete a turn) changed from 0.5sec to 1sec.
- Range increased from 1.5 to 2.
- Damage tick rate changed from 0.4sec to 0.5sec.
- Fire damage increased from 35 to 150.
- Magick damage changed from 35 to 0.

* Tidal Wave
- Earth damage increased from 30 to 65.
- Magick damage changed from 30 to 0.

* Conflagration
- Damage changed from 500 to 450.

* Frost Bomb
- Direct hit damage changed from 110 Cold to 100 Cold.
- AoE damage changed from 150 Cold to 100 Cold.
- Range changed from 5.5 to 6.

* Revive
- Revive and heal amount changed from 750HP to 500HP.

* Displace
- Min range changed from 20m to 40m.

* Raise Dead
- Added follow state for zombies when no enemies are near.
- Changed deterioration-damage-rate from 1sec to 2sec.
- Deterioration damage unchanged at 50.

Affinities
* Water
- Movement speed penalty/bonus changed from -25% at 0 Affinity to -20%, and from +25% at 100 Affinity to +20%.
- Removed all AoE range modifiers. (Self cast, barrier/mine explosions, projectile explosions)

* Cold
- Removed all AoE range modifiers.
- Cold base resistance penalty/bonus changed from -50% at 0 Affinity to -35%, and from +50% at 100 Affinity to +35%.

* Lightning
- Removed self cast AoE range modifier.
- Reduced Lightning Bolt max length penalty/bonus from -30% at 0 Affinity to -20%, and from +30% at 100 Affinity to +20%.

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Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
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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