magica 2 spell balance beta что это
Magica 2 spell balance beta что это
Magicka 2: Spell Balance Beta
To mention difficulty, we have also added a new Magicka 2 Spell Balance Beta. The idea of this beta is that you can feed back on the spell balance (i.e. therefore the difficulty). More news on that will follow tomorrow, but you should see it in your Steam library already.
To mention difficulty, we have also added a new Magicka 2 Spell Balance Beta. The idea of this beta is that you can feed back on the spell balance (i.e. therefore the difficulty). More news on that will follow tomorrow, but you should see it in your Steam library already.
Where is this from?
I dont have a single clue dear Cyan, although i have to say i miss the times playing wizard wars with you and the Legion crew.
Where is this from?
It’s Zippy’s and Cyan’s forum, cuz we are the only 2 people who are following it :3
I played for 1 hour, there some new things:
— 3 new elements: ice, steam and poison. the first two was in magicka 1, and yes, you can cast the older spells.
— the spell have new graphics, do more and more sparks.
— the range spells change, now you can use a flamethrower very far
— the «main» element is now death before lightning in a spell, so now you can now cast «lightning rays» instead of «ligthning of death»
Still, AoE is the best.And the poison makes soooo less damage than everything.
I recomend the next spell: frost, frost, death, lightning, ligthning. Is a machinegun of death.
I played for 1 hour, there some new things:
— 3 new elements: ice, steam and poison. the first two was in magicka 1, and yes, you can cast the older spells.
— the spell have new graphics, do more and more sparks.
— the range spells change, now you can use a flamethrower very far
— the «main» element is now death before lightning in a spell, so now you can now cast «lightning rays» instead of «ligthning of death»
Still, AoE is the best.And the poison makes soooo less damage than everything.
I recomend the next spell: frost, frost, death, lightning, ligthning. Is a machinegun of death.
Цвет помешательства. Обзор Magicka 2
Близкие по духу
Magicka — это уже почти культ, целая школа садистского кооперативного экшена про то, как смешно убивать своих друзей. Создатели первой части построили на тех же принципах отличную Helldivers, а издатель Paradox подобрал новую команду, чтобы сделать продолжение своей первой игры, преодолевшей рубеж в миллион проданных копий. Такому в самом деле грех пропадать.
Волшебники и не вампиры
Если использовать их таким образом, они будут уходить на перезарядку (тогда как старая методика по-прежнему позволяет шпарить чем угодно когда угодно), но эта фишка решает одну из проблем оригинала: многие чудеснейшие заклинания — огненные дожди, армии мертвых и все такое прочее — там никогда не использовались, потому что вбивать их комбинации в пылу боя было попросту некогда.
Разумеется, такие мелочи никоим образом не придают Magicka 2 ни вдумчивости, ни серьезности — лишь слегка упорядочивают творящийся хаос. Колдуны в банных халатах панически носятся по экрану, устраивают светомузыку из заклинаний, испепеляют все, что попадется под руку, в первую очередь — себя и своих друзей.
Новички стреляют во все стороны чем придется, опытные маги сразу видят возможности, плетут смертоносные чары и знают, где их нужно применить. Но никто — никто — не застрахован от идиотской гибели в духе «пальнул лучом смерти, попал в пущенный напарником луч жизни, получилась черная дыра, ой» или «телепортировался от врага, угодил под выстрел союзника, черт побери».
Да, это дурдом. Но именно этим была прекрасна первая Magicka, и именно это сохранила вторая.
Перебаланс
По-настоящему меняют дело модификаторы сложности — артефакты, как они здесь называются. Помимо обыкновеннейших «плюс сколько-то к урону врагов» и «минус сколько-то к здоровью волшебников» здесь есть, скажем, принудительная телепортация на место ухлопанного вами врага (или друга) каждый раз, когда вы кого-то убиваете. Преволшебнейшая штука — готовьтесь безостановочно порхать по полю, пытаясь избежать собственных же заклинаний.
Есть и безобидные, исключительно косметические артефакты: вроде «режима ситкома», добавляющего в игру закадровый смех и аплодисменты, или цветовых фильтров «под CGA» и «под шведский флаг». Все это добро открывается постепенно, пока вы проходите уровни и отыскиваете секреты, а вместе с ним появляются новые мантии, посохи, мечи — тему с добычей экипировки как следует развили в Wizard Wars, и вторая часть подхватила эстафету.
Чего действительно не хватало первой Magicka до появления бесчисленных дополнений, так это гибкости и долговечности. Эксперименты с артефактами и секреты эту проблему решили. От повторного прохождения четырехчасовой кампании с безумным набором артефактов мы получили гораздо больше удовольствия, чем от первого раза. Потому что первый раз. ну, все это мы уже видели.
А мы забавные, а?
С юмором в Magicka 2. странно. Поначалу она вообще не заботится о том, чтобы шутки были хоть сколько-нибудь тонкими. Она просто вываливает все отсылки, которые придут в голову: уместные и неуместные, старые и очень старые. Некто Джон Фрост бубнит про холодный фронт, который близко. Скандинав Йоакиим в рогатом шлеме криком отправляет волшебников в полет. «All your festivals are belong to us!» Тот самый вокализ Эдуарда Хиля. Господи, ну за что.
К счастью, почти все замученные остроты пришлись на первую четверть игры — дальше отсылки становятся аккуратнее. Люди-мечники и гномы-мушкетеры (говорят на характерном псевдофинском) и вообще Альянс «почти из Warcraft» — это не то чтобы смешно, но по меньшей мере очень трогательно. И даже пресловутый Джон Фрост ближе к финалу начинает оправдывать свое существование.
► Алтарь Ньярлатотепа призывает морских чудовищ, а Кэтнипп со своим знаменитым луком снимается в рекламе. |
Вполне вероятно, что в постепенно вырабатывающейся толерантности к местному юмору виновата акклиматизация. Magicka 2 — это по-прежнему Magicka. Вокруг — пир идиотии. Посреди него — вы. Дурацкий юмор и дурацкий геймплей складываются в единое дурацкое шоу. И рано или поздно им глубоко проникаешься.
Чудесное отупляющее действо.
Впрочем, одного это не отменяет. Когда к чему-то привыкаешь, требуется очень сильный контраст, чтобы подобное снова возымело тот же эффект. Но как раз-таки контрастов тут нет: Magicka 2 упорно продолжает делать то, что делала всегда. Это касается всего — и геймплея, и истории. Там, где в первой части приходилось смеяться, теперь едва ведешь бровью, многие выходки предвосхищаешь еще до того, как они возникнут на горизонте, а почти все проблемы решаются теми же способами, что и раньше.
Ага, волшебники нашли бензопилу. Забавно. Хе-хе.
И тем не менее. Magicka 2 сделана гораздо аккуратнее первой части, она симпатичнее, в ней больше всякой побочной ерунды. Это отличная Magicka для первого раза. Для всех последующих — просто неплохая.
Welcome to the Magicka 2 Spell Balance Beta!
Real Festivity Requires Cunning! Take advantage of our holiday prices this season, and give your friends and family the gift of thousands of hours of gameplay. Remember, we make the games, you stuff the stockings! Sale ends 30th of December at 17:00 CET / 01:00 PST.
Escher
Senior Community Manager
You should notice another Magicka 2 «app» in your library, by the name of the Spell Balance Beta. The goal of this beta is for you to giver feedback on the current state of spell balance, i.e is X spell too strong, Y spell too weak? Maybe Earth wards should remove push-back entirely? etc etc.
This branch of the game will be constantly changing as it’s effectively a live Dev environment, as such it could be up and down at weird times, and sometimes things could get plain broken. Please don’t let that dissuade you!
We would really value your feedback in making M2 the best game it can be, please do remember though, this beta is to highlight spell balance ONLY.
purple wizard
Agalin
Recruit
NightKev
Major
Van Silke
The Vizard
Agalin
Recruit
@Van Silke probably they want to test if spell «feel» properly, it may not be important if we remember how it’s working on live version. But maybe I’m wrong.
ArcticWiking
Corporal
we will post a list of changes when we update the balance app. Sometimes is more stuff and sometimes its less stuff. But there will be a list.
Argotha
Field Marshal
This makes me happy. Like, a lot. Those are all my words.
!ED should prevent flinching when charging projectiles.
Wizards should be able to queue/dequeue AT ALL TIMES. Period. No exceptions.
There’s other stuff, but I’ll wait till after I get a chance to play the app.
Oh, and as Van (Wan?) Silke pointed out, ice machinegun is awesome. However, I think it should have more spread and beams should do more damage comparatively.
Sorry, I keep thinking of things. Make the wizard face the direction of the mouse INSTANTLY. With a controller, you can easily backpedal and cast a spell in the opposite direction. However, when I’m running from the enemy and trying to cast a spell behind me (say a wall to block them) when I swing my mouse around, the wizard’s turn doesn’t keep up and I end up casting the wall 90 degrees off.
—edit edit edit edit—
And something needs to be able to break walls quickly. Like sprays. And by quickly, I mean one or two ticks of damage.
I think the netcode must be fixed!
Van Silke
The Vizard
Since beams have a priority over lightning, I can tell right avay that the Lightning element’s cast type (not flat damage) should get buffed a tiny little bit to keep it a viable option even after players re-discover QFAS
I’m going to leave it here to let it sink in. Also, keep Argotha around as a gamma-tester, he’s probably right in most of his statements.
Argotha
Field Marshal
Yeah, the lightning form could possibly be stronger, but you also have to take into account that lightning is straight up AoE, whereas beams are single-target with potential AoE (detonating corpses).
I say this to caution overbuffing lightning.
On the other hand, the lightning spellform is almost kind of a spray in M2, which I don’t particularly like, but that can be seen as meaning that sprays in general need a buff as well. I wish there was more distinction between lightning and non-lightning sprays. I like how it’s done in WW better.
Lastly, I agree with Wan Silke that I am probably right in most of my statements.
I think the netcode must be fixed!
Skullbeco
Second Lieutenant
Wizards should be able to queue/dequeue AT ALL TIMES. Period. No exceptions.
And something needs to be able to break walls quickly. Like sprays. And by quickly, I mean one or two ticks of damage.
This seems pretty strong, considering that current absorption wards only heal 33%. Maybe 25 and 50% is more in line?
This made me think of the problem when wet. you can’t dequeue water or earth.
With the magick cooldown, focus has a use (besides casting magicks that include lightning while wet). But with a shorter/nonexistent cooldown, people could spam dragon strike for days
and I was annoyed that the only way I could get rid of walls was by replacing them. Beam is kinda lame. But, if sprays could destroy walls, the flamethrower/coldspraying enemies could just plow into you
Argotha
Field Marshal
That sounds fair, Skul. I didn’t actually test to see how much absorption there was currently.
You couldn’t dequeue earth when wet before, either, but I agree there is some loss from gaining poison and I’m not entirely certain I’m fond of it. Though, Sol pointed out it’s use in applying a DoT effect in conjunction with cold, which was not possible before.
Focus will still have a use: noobs. That’s the only justifiable reason for having it anyway. It’s not focused on PvP so what’s the harm in spamming dragon strike?
Spray mobs could be warded against or put storms/mines in their way. I know there is a loss in power there, but there’s a significant gain in that you can actually do something about the mobs that cast walls and I find them more disruptive than the sprayers, personally, since you can absorb them and kill the other things first.
Fix teleport, Plz. It needs to go in the direction your’re looking. The random thing makes it literally useless.
I think the netcode must be fixed!
Van Silke
The Vizard
The loss from gaining poison is at the game’s current state literally nonexistent. The only spells to suffer vould be DSQQQ, vhich didn’t vork in the first place, ESQQQ vhich doesn’t really vork on half of the enemies because everything bigger than an elf is nigh-imjune to any pushing force.
The only thing left is SQ, the vater ray, vhich didn’t really push anything and can be easily replaced vith SQF, vhich is arguably more effective.
So devs basically took a bunch of spells that vere almost useless/can be replaced and gave us vhole nev element to play around vith. I can’t see any other nev elements coming out in near future and it’s really fun to see hov Poison interacts vith things, so overall it’s a neat move.
The fact that sprays can destroy valls kind of defeats the purpose of the special attack of that beast guy vith a can of soup on his back, other than that it feels like something I’d love to see.
Emergency teleport is kind of useful and randomness is fun, but it’s range has to be much, much bigger. If it’s meant to escape a horde of enemies, it has to have at least a range of said horde’s radius.
An ability to spam dragons vould still be insignificant next to the pover of the FQAS ( See vhat I did there?)
Seriously though, this one spell is arguably half of the spirit of the original Magicka. So many people loved it because of it’s ridiculously high DPS, and nov, placed in the vorld of «balanced» mechanics, people are not going to complain over it solely because using it in any form guarantees a victory screen. And vhat’s vorse is that there’s no clear solution. Lover Lightning’s double-ticking potential? Nov this element’s iconic strength is gone. Lover Steam’s damage? Might as vell bring back vater. Move Lightning’s priority over beams again? This vouldn’t change much, because Steam-Lightning-Death combination is alvays poverful regardless of the spell form and piss off fans as a bonus. This vin button is a no-vin scenario.
Also I’m not sure if a distinction betveen fire and poison is clear enough. Both do apparently stackanle damage, only Fire has flat numbers and Poison does %of max health and slovs stuff.. An obvious choice vould be to allov fire DoT stack up to 1337 dmg/s but then the Poison vould not be as effective against big targets. Perhaps I’m just underestimating the pover of Poison and Fire Statuses combined.
Magicka 2 spell balance beta что это
Hi guys,
I quick follow up on OP.
We will keep OP spells. Being the most overpowered and irresponsible wizard is a part of the vision of the game. With that said we will look into flaws and indifference between spells but the key word «overpowered» is always in our mind.
Van Silke
The Vizard
Skullbeco
Second Lieutenant
Van Silke
The Vizard
Generalising any range to all vas a bad idea to begin vith. If you do vant OP spells, you ahve to allov them in the system itself.
I’m not talking about spells that suddenly become OP vhen you change staves. I’m talking about stuff that’s OP even vith the training gear.
Argotha
Field Marshal
Yeah, definitely don’t balance around the gear. Balance for a default wizard.
But yeah, there aren’t really any OP spells, right now. QFAS isn’t even that strong, really. Compared to the other spells, I mean.
I’d like to see the spells balanced in regard to spells, but not the enemies, if that makes sense. Like, I miss shattering trolls. I miss wetting someone and then freezing and killing them with a cold beam. I miss QQQDS.
Those things weren’t really OP; they didn’t seem more powerful than the other tactics of murder. They felt exploity in a good way, though.
Also, I miss DDDDD going THROUGH enemies. They’re just too bouncy. Like the have 0 mass.
And haste needs to be buffed. It should be a larger speed bonus and last longer.
Что такое spell balance beta в Magicka?
Это одно из бесплатных дополнений к игре Magicka. Его могли скачать все желающие. Однако сейчас это не самое новое и довольно не отлаженное дополнение. Т.к. оно делалось без официальной оптимизации, а только за счёт отчётов пользователей об ошибках. В основной же игре вышло достаточно много патчей и дополнений, так что тут лучше играть в основную игру, а уже затем пробовать по фану пройти это дополнение и не расстраиваться, если что-то будет вылетать.
Welcome to the Magicka 2 Spell Balance Beta!
He’s probably talking about ranges from the original Magicka, vhere adding more S to arcane spells increased range/duration of attacks. It vas an interesting mechanic, because you could either create a nova veak but vide for 3/4 of the screen, or have it very, very small but extremely potent thanks to more free queue slots to fill vith other elements.
The range could be modified like that in missile AoEs, earthqauakes and even sprays. Vhat’s even more interesting is that Arcane and Life stacked only range/beam duration and their damage vas the same.
In Magicka 2 almost all ranges are fixed and identical, damage scales on pretty much everything. Range seems to scale only on sprays and spray AoEs, but the latter changes minimally. Vhy has this been changed, I am yet to be explained to.
Argotha, don’t get me vrong. I love the steamy electric death beam. I use it as a last resort vhen I feel like I’m going to lose ( «Fools! This is not even my final spell!» ), but I can’t ignore the fact, that as all OP things it can be abused vithout penalty. Granted, good vizards don’t use it to challenge themselves, but «noobs» are going to call it an insta-vin button and they’d be right.
Welcome to the Magicka 2 Spell Balance Beta!
You should notice another Magicka 2 «app» in your library, by the name of the Spell Balance Beta. The goal of this beta is for you to giver feedback on the current state of spell balance, i.e is X spell too strong, Y spell too weak? Maybe Earth wards should remove push-back entirely? etc etc.
This branch of the game will be constantly changing as it’s effectively a live Dev environment, as such it could be up and down at weird times, and sometimes things could get plain broken. Please don’t let that dissuade you!
We would really value your feedback in making M2 the best game it can be, please do remember though, this beta is to highlight spell balance ONLY.
purple wizard
Agalin
Recruit
NightKev
Major
Van Silke
The Vizard
Agalin
Recruit
@Van Silke probably they want to test if spell «feel» properly, it may not be important if we remember how it’s working on live version. But maybe I’m wrong.
@NightKev think you’re right.
ArcticWiking
Corporal
we will post a list of changes when we update the balance app. Sometimes is more stuff and sometimes its less stuff. But there will be a list.
Argotha
Field Marshal
This makes me happy. Like, a lot. Those are all my words.
!ED should prevent flinching when charging projectiles.
Wizards should be able to queue/dequeue AT ALL TIMES. Period. No exceptions.
There’s other stuff, but I’ll wait till after I get a chance to play the app.
Oh, and as Van (Wan?) Silke pointed out, ice machinegun is awesome. However, I think it should have more spread and beams should do more damage comparatively.
Sorry, I keep thinking of things. Make the wizard face the direction of the mouse INSTANTLY. With a controller, you can easily backpedal and cast a spell in the opposite direction. However, when I’m running from the enemy and trying to cast a spell behind me (say a wall to block them) when I swing my mouse around, the wizard’s turn doesn’t keep up and I end up casting the wall 90 degrees off.
—edit edit edit edit—
And something needs to be able to break walls quickly. Like sprays. And by quickly, I mean one or two ticks of damage.
I think the netcode must be fixed!
Van Silke
The Vizard
Since beams have a priority over lightning, I can tell right avay that the Lightning element’s cast type (not flat damage) should get buffed a tiny little bit to keep it a viable option even after players re-discover QFAS
I’m going to leave it here to let it sink in. Also, keep Argotha around as a gamma-tester, he’s probably right in most of his statements.
Argotha
Field Marshal
Yeah, the lightning form could possibly be stronger, but you also have to take into account that lightning is straight up AoE, whereas beams are single-target with potential AoE (detonating corpses).
I say this to caution overbuffing lightning.
On the other hand, the lightning spellform is almost kind of a spray in M2, which I don’t particularly like, but that can be seen as meaning that sprays in general need a buff as well. I wish there was more distinction between lightning and non-lightning sprays. I like how it’s done in WW better.
Lastly, I agree with Wan Silke that I am probably right in most of my statements.
I think the netcode must be fixed!
Skullbeco
Second Lieutenant
Wizards should be able to queue/dequeue AT ALL TIMES. Period. No exceptions.
And something needs to be able to break walls quickly. Like sprays. And by quickly, I mean one or two ticks of damage.
This seems pretty strong, considering that current absorption wards only heal 33%. Maybe 25 and 50% is more in line?
This made me think of the problem when wet. you can’t dequeue water or earth.
With the magick cooldown, focus has a use (besides casting magicks that include lightning while wet). But with a shorter/nonexistent cooldown, people could spam dragon strike for days
and I was annoyed that the only way I could get rid of walls was by replacing them. Beam is kinda lame. But, if sprays could destroy walls, the flamethrower/coldspraying enemies could just plow into you
Argotha
Field Marshal
That sounds fair, Skul. I didn’t actually test to see how much absorption there was currently.
You couldn’t dequeue earth when wet before, either, but I agree there is some loss from gaining poison and I’m not entirely certain I’m fond of it. Though, Sol pointed out it’s use in applying a DoT effect in conjunction with cold, which was not possible before.
Focus will still have a use: noobs. That’s the only justifiable reason for having it anyway. It’s not focused on PvP so what’s the harm in spamming dragon strike?
Spray mobs could be warded against or put storms/mines in their way. I know there is a loss in power there, but there’s a significant gain in that you can actually do something about the mobs that cast walls and I find them more disruptive than the sprayers, personally, since you can absorb them and kill the other things first.
Fix teleport, Plz. It needs to go in the direction your’re looking. The random thing makes it literally useless.
I think the netcode must be fixed!
Van Silke
The Vizard
The loss from gaining poison is at the game’s current state literally nonexistent. The only spells to suffer vould be DSQQQ, vhich didn’t vork in the first place, ESQQQ vhich doesn’t really vork on half of the enemies because everything bigger than an elf is nigh-imjune to any pushing force.
The only thing left is SQ, the vater ray, vhich didn’t really push anything and can be easily replaced vith SQF, vhich is arguably more effective.
So devs basically took a bunch of spells that vere almost useless/can be replaced and gave us vhole nev element to play around vith. I can’t see any other nev elements coming out in near future and it’s really fun to see hov Poison interacts vith things, so overall it’s a neat move.
The fact that sprays can destroy valls kind of defeats the purpose of the special attack of that beast guy vith a can of soup on his back, other than that it feels like something I’d love to see.
Emergency teleport is kind of useful and randomness is fun, but it’s range has to be much, much bigger. If it’s meant to escape a horde of enemies, it has to have at least a range of said horde’s radius.
An ability to spam dragons vould still be insignificant next to the pover of the FQAS ( See vhat I did there?)
Seriously though, this one spell is arguably half of the spirit of the original Magicka. So many people loved it because of it’s ridiculously high DPS, and nov, placed in the vorld of «balanced» mechanics, people are not going to complain over it solely because using it in any form guarantees a victory screen. And vhat’s vorse is that there’s no clear solution. Lover Lightning’s double-ticking potential? Nov this element’s iconic strength is gone. Lover Steam’s damage? Might as vell bring back vater. Move Lightning’s priority over beams again? This vouldn’t change much, because Steam-Lightning-Death combination is alvays poverful regardless of the spell form and piss off fans as a bonus. This vin button is a no-vin scenario.
Also I’m not sure if a distinction betveen fire and poison is clear enough. Both do apparently stackanle damage, only Fire has flat numbers and Poison does %of max health and slovs stuff.. An obvious choice vould be to allov fire DoT stack up to 1337 dmg/s but then the Poison vould not be as effective against big targets. Perhaps I’m just underestimating the pover of Poison and Fire Statuses combined.