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I really don't understand what you are trying to argue. There is literally an armor type in the game designed around using spells along with other focus/magic damage boosting foods and items. The OP's complaint was that you can't use magic from the beginning of the game, which is true, even though the game is setup for it later.
What that means is you need to save all your learning points until you get to a mind trainer to be able to increase your prowess to use better weapons to get by until you can actually use your own spells because you cant respec your main stats. Its a very awkward setup if you want to focus on magic later which the game lets you do and even has options for. I would know because that's exactly what i did, and i also felt disappointed by it.
Totally agree with you. It is awkward trying to focus on magic from the start, even though it is possible. It is in no way intuitive and for a decent chunk of the game, it's also not much fun. I do find it rewarding in the end when you get to CH4 and at that point where you can cast thunderstorm on cooldown without fighting. It is what it is. My contention was just that someone faults the game for not having something that was not intended to be, that is a pure mage 'class'. Calling the magic system 'bad', because it doesn't fit their playstyle.
Zuvio, for all we said here, there is a conclusion: the game really dont have a "mage class", as it doesnt have any class. But the game has magic and, therefore, theres is something that we may call "magic system".
My point is: usually in fantasy RPGs there are classes or some system for choose wich style of combat and gameplay (ex.: Skyrim dont have classes, but have skill trees that allow the player choose his gameplay style).
Even thought the game is awesome, I believe that would be more fun for all of us Drova fans if there was more freedon of choice in this point. For me specially in the mage gameplay.
It's interesting to note that the game is advertised with its trailers showing spells right at the beginning, which makes me believe that the game would have a great magic system.
My complaint was precisely that!
Until reach act 4, I was using a spear. And to be a little easier to fight, I spend about 15 LP on STR (so I had about 22 STR when reached act 4).
After that, I focused only in cast spells, even it was a bit tedious to wait the focus bar to replanish. So the final half of the game had a completly diferent gameplay in comparison with the first half. And for me it would be a lot more fun if I could cast spells since the begining.
Agreed.
Although in some weird way I did think it was kind of hilarious to go full mind on insane. I only took the 1st axe skill and got to base focus 45 so I could execute without fighting. I was running around like a chicken executing on cooldown which, without spending LP on strength, still hits really hard! Execute got me to CH4 with 100% LP into mind. Funny, but in a weird way...
May seams weird a axe fighter with a lot of MIND, but is this freedon that makes the game fun. You kind build a batlle axe mage! LOL
One of Oblivions best features is the spell creation system. Its a shame Skyrim didnt do the same.
After chapter 3 I put everything in mind (reached 95 mind I believe incl. rings) and it felt like a battle mage eventually. A full mage in the traditional sense as we know it from every other game or D&D does indeed not exist.
For mage enthusiasts this might be a letdown, but generally I would say it is unwise to try to push a game into known boundaries, rather try to take it how it is and cherish the differences. I learnt this lesson when playing Morrowind because I thought why is this not like game XYZ, this is stupid blablabla, until it clicked and then I could learn to love it for what it is. It is beneficial to not always expect fixated things/mechanics. A lesson videogames taught me for life (well, hopefully at least haha).
Oh man you nailed it, im seeing way more threads from people who want to change the core mechanics of games these days, not the case here, OP is just voicing his discontent so the next game has a more magic friendly start.
They want the devs to cather to every whim they have, people go on soulslike games and say that stamina is bad and the game would be better without it, go into base building and crafting games and want the whole thing to be automated so they wont be bothered to build anything, and so on.
Its mind boggling really, some adjusts and feedback are nice for the devs to get some idea of what could be improved, but trying to change the game basic mechanics is insane, and disrespectfull to the people who bought the game for what it is.
On the flipside, I can see where this is coming from.
It's just such an established convention nowadays that classes in RPGs, or fantasy fighting games as a whole, are divided into warrior, rogue, and mage. So people expect this from this genre, and if it lacks something it can be perceived as incomplete or imbalanced.
Videogame conventions, or let's rather say genre conventions, usually make sense but at the same time can hold creativity down. It's finding the equilibrium between giving players what they know and want, and forcing them into adventuring into the unknown and new. Surely, not an easy task I think :)
So many NPCs have magic, i.e. a runestone. You have to work hard to earn your runestone (I mean the character, not the player. You just progress the story, but your character has to do a lot of ♥♥♥♥ and prove themself several times before being given a rune). It feels off to me. Runestones are special, but everyone and their mother but you has one.
I only bring up Gothic because the game asks for such comparisons itself, but in Gothic, you have to earn your magic. But magic isn't something you see everyone using. It's more scarce and feels appropriately more rewarding, especially considering you have to deliberately go out of your way in pursuit of the pathways that will eventually grant you access to spells. It almost feels like a semi-secret easter egg sort of thing in Gothic, because you have to specifically strive for it.
It's fine to have magic be more common in Drova, but it just feels pretty bad to get it so late, when you can get it so early in Gothic. Even if you play Gothic blind, you'd still get access to magic earlier in the story than you do in Drova. This is an issue both because it forces you to play without magic for a majority of the game, and because by the time you get magic, half of the spells feel irrelevant, because other spells that you get access to at the exact same time are objectively so much better. There isn't proper progression.