U68 Preview 1: Wild Magic & Surges General Info

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Ahpuch

Well-known member
Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.

Wild mages can make surges pretty much a 100% benefit, but for everyone else It's just dungeon mechanic, like lava, electric floors, heavy gravity volumes, etc. so it is suppose to be dangerous. Once the content hits preview everyone can gauge that risk a bit more effectively. Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)

I think you'll find it on the mild side of some of the things you can run into in DDO.

-T
Thanks for the clarification. This definitely could have been in the OP to help with understanding but it seems that post was also trying to cover off some background for the archetype.

I don't mind the idea but the problem is that it seems that it is only relevant to magic users. A team of fighters, monks and rogues will not even notice the wild magic zones. That is quite different than "lava, electric floors, heavy gravity volumes, etc." that effect any type of class (though some classes are better at dealing with the mechanic). If people don't like the mechanic might they just not run groups with "no casters please". Is that good? Or am I missing something?
 

Kritikal

Well-known member
Thanks for the clarification. This definitely could have been in the OP to help with understanding but it seems that post was also trying to cover off some background for the archetype.

I don't mind the idea but the problem is that it seems that it is only relevant to magic users. A team of fighters, monks and rogues will not even notice the wild magic zones. That is quite different than "lava, electric floors, heavy gravity volumes, etc." that effect any type of class (though some classes are better at dealing with the mechanic). If people don't like the mechanic might they just not run groups with "no casters please". Is that good? Or am I missing something?
Not sure if this was addressed. Do the Wild Magic Areas affect gear or buffs?
 

saekee

long live ROGUE
I am not sure why folks are expecting to keep wild magic folks out of their LFMs. I would love to see this stuff happening—just state in LFM that they need to stay ten meters ahead of you all the time. I would love to see a player blow themselves up.
 

Rage

Well-known member
Just the comedy factor is worth it. Some healer trying to save the party heroically wades into the fray to do a mass heal theeennnn get's turned into a potted plant.

I would laugh so long after I get soulstoned.
 

The Narc

Well-known member
I am not sure why folks are expecting to keep wild magic folks out of their LFMs. I would love to see this stuff happening—just state in LFM that they need to stay ten meters ahead of you all the time. I would love to see a player blow themselves up.
Because grievers are grievers and they will lie for the opportunity to enjoy their moment of causing others grief.

The LFM’s will block out this opportunity

Of course if you are running with known friends there may be some leeway, but even i have friends that use the Oops excuse and i would not trust them with a wild mage sorc.
 

The Narc

Well-known member
Just the comedy factor is worth it. Some healer trying to save the party heroically wades into the fray to do a mass heal theeennnn get's turned into a potted plant.

I would laugh so long after I get soulstoned.
Would you be laughing in hardcore?

Ok folks now you all know why there is no hardcore season this year, it is because of the release of this abomination in a non pvp MMO.
 

Sylla

Well-known member
You all just waste your time here ( yes me too).

We all know what is on Lam is basically release.

You can reason all you want what should and how it should be changed. But it's already dead set on this nonsense.

Now go do your job and find 500 bugs to report so devs can fix 10 of them and create 10 different ones in the process of fixing them.
 

Genkiba

Well-known member
You can't have random negative effects in an MMO, it just doesn't work. Wild Mage has always been just a D&D joke for having fun, but it just doesn't work in any serious capacity like a video game, especially a multiplayer one. Instead I think you should change this to only random positive or neutral effects and make this like the new shiradi MM caster.
You get to cast your normal spells, with a random chance of something fun (neutral like free beer) happening, or good (extra damage, cc, etc) happening on your normal spell casts. This gives purpose again to MM builds and then maybe with the gutted shiradi tree (which never got fixed from being nerfed to the ground for spellcasters) there with be enough randomness to have good dps and the build will become viable again.

You can even add a chaos damage imbue to spellcasting fitting the theme and having synergy with the shiradi imbue dice factor in prism. This again makes missiles fun!

Yes I really want a MM caster again and wild mage gives this the perfect opportunity to be actually viable while still FUN.

gaming-is-serious-business
 

seph1roth5

Well-known member
-50% and +50% movement speed for very bad and very good respectively.
Ugh please no. They need to take out 90% of the movement speed penalties already. Extremely unfun to be fighting underwater and have everything spam you with entangled, slow, hamstring, and who knows what else. There are a fair amount of slowdown effects you can't even do anything about, like every archer hitting you with a crippling blow by lv 12.

But yeah, I think the archetype is doomed because they've already put in all this work, they're not going to change the basics/mechanics of it, which are the worst part. Might finagle the tree a little bit but nothing big.

These wonky, bad, wild magic surges in the xpac are fine as an environmental hazard. As an archetype? Complete fail.
 

EinarMal

Well-known member
These wonky, bad, wild magic surges in the xpac are fine as an environmental hazard. As an archetype? Complete fail.
I feel the opposite, the archetype I can just ignore and never use. If I can't easily avoid this wild magic zone stuff, this will be the first xpac I will skip.

I primarily like playing casters, if I have to deal with this stuff in a lot of quests and the raid, and try to work around it I will not be bothering with this BS.
 

Pandjed

Well-known member
That's my problem. A wild mage should be wild. Removing the bad results is the opposite of Wild Mage's identity.

I know there is a lot of worry about this being too gimmicky, but I think they should focus on making this archetype fun over absolutely competitive and perfectly balanced. I made another post in this thread but it feels like this tree needs to be fun over functional and it currently feels like it's split down the middle in trying to make it competitive.

RNG is fine in games, but the RNG needs to be stuff you can play around and not just 'raise everyone and kill everything once per quest' and 'stun yourself for 6-8 seconds'. I think the wild surges would be at their most fun if it's something you can adapt to on the fly.

Good point and I also think that the fun randomness should be part of the tree. Not everything needs to be viable for endgame (though for Myth Drannor, I guess it stands to reason that the new tree has to be attractive for everyone).

I think making bad effects should be only for the player (to not punish the group for including the player outside from: That person surged again and became a dead spot for some seconds). Also, it should be something that can be prepared for or you can form your playstyle around, be it before it happens or during the effect. So ideas for negative effects would be (didn't suggest time frames here, but guess 4-8 seconds at most):
  • Slow effect (cast Haste)
  • Dry fire spells (...more than usual)
  • Changing Spell Powers around (which does a lot for the overspecialized sorcs, but can be adapted by having at least potency on an item)
  • Reducing Dodge to 0%
  • Not being able to walk (only can move by jumping and tumbling)
  • Not being able to jump (which might be much worse for most players)
  • Self-inflicted blindness (Have blindness immunity with you)
  • 1 Neg Level (use DW clicky or restoration scroll)
  • Change your spellcasting ability between INT, WIS, CHA
  • Big Head modus (just because; I loved these as a child)
  • Equip a random weapon in your inventory (just have your normal weapon as a shortkey)
  • Be subjected to a Dispel Magic spell (we already have plenty of enemies doing that)
  • Knock yourself prone (knockdown immunity; could ask yor balance check against your spell DC... which might be very difficult, depending on how much you can raise your balance); might use Grease as a formular and effect
  • Chaos Damage over Time
Reposting something I said on Wild Mage Archetype, as it does have a lot to do with Wild Magic in general.
 

Rage

Well-known member
For the people who keep saying that Wild Magic will be the end of all DDO magic as we know it, make me understand. What part of Torc's commentary are we not getting?

He explicitly stated this will be..
I think you'll find it on the mild side of some of the things you can run into in DDO.

-T

What's the problem?
 

Ptalon

Well-known member
Just the comedy factor is worth it. Some healer trying to save the party heroically wades into the fray to do a mass heal theeennnn get's turned into a potted plant.

I would laugh so long after I get soulstoned.
Oh no, not again!
 

AMess

Winter is Coming
Surge ideas, rank them as desired:

  • you become a single target melee dps for x seconds, kicker is the window could be shortish and do say 80% of a vistani/assassasin (very strong), with similar defenses (could use the Acolyte of Skin as template or maybe Druid Wild Shape?)
  • morph into random scenery object (box, couch, lamp...or really any fun inanimate object) where you take no damage and deal no damage (could use Dreamscape as template)
  • aoe healing burst
  • maybe an emoticon (like clap or kneel)
  • the next x spells will cast a random spell from your spell book, instead of whatever spell you selected
  • send to begging of quest: if ddoor allowed, cast then take ddoor (even if you don't have spell)
  • do a gold role, then drop contents on dungeon floor)
 

Elves United

Well-known member
One thing that might help is to make it that wild surges can only be generated by spells cast in combat.

"Tough fight up ahead. Everybody buff up."
< Wild mage has died from being struck by lightning while casting resist electricity >
"That's not a good omen."
 

EinarMal

Well-known member
For the people who keep saying that Wild Magic will be the end of all DDO magic as we know it, make me understand. What part of Torc's commentary are we not getting?

He explicitly stated this will be..


What's the problem?

Personally, I never want to see it affect me when I cast a spell. This means it has to be very easily avoidable (which then why bother doing all this work to create it).

If it is not always avoidable it is a terrible addition to the game in my opinion, casters have the worst DPS in the game, and have to deal with lots of other stuff like immunities, stupid high DC, etc...
 

Eoin

To Slay Or Not To Slay
Just need to hitch a dead magic zone to your drake and drag it over to the wild magic zone. Or make it like one of those old push blocks across ice puzzle games.
 
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