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3. You can manually cast force push with Q E space, but base right click now does absolutely nothing.
4. I've got the jester staff from the first chapter that greatly reduces the focus cooldown on spells used via the hot bar and a bunch of them actually take LONGER to cooldown when cast manually. Like, what?
5. On the topic of shields, they also removed the spiked ice armor, it's just blue rock armor now and you can't go around tackling people while hasted.
All in all, I'm not enjoying Magicka 2. Haste now barely lasts long enough to get away from the hordes of enemies just charging right at you, healing takes FOREVER and slows you down to the point where stuff is hitting you and killing you faster than you heal, charging up any boulder spell also takes FOREVER but if you don't charge, the thing will just plop out of your staff and drop in front of you, and freezing enemies is hardly beneficial anymore because they turn pretty much completely invincible with beams and weapons just bouncing off until they break out themselves with you unable to charge up a boulder long enough to hit them.
I played past chapter 4 and just had to stop. Single player is horribly unbalanced and the opposite of fun to play. They just decided to completely remove anything remotely powerful from the first Magicka and it feels like 75% of the game is missing. It's like this game was the original Magicka and Magicka 1 was the sequel with all the new stuff.
ad 2. Think about grounding of lightning rod.
ad 3. What about Q+E+Space? But I also wonder what was wrong with push as default (without elements) action.
ad 4. This probably exists precisely to prevent spamming. If you are fast spam spells rather than magicks.
ad 5. Do you really boosted shields that often? They are different, take a closer look, frontal shield have rounded edge surface. You may ask why it's no longer sphere slice.
ad 6. Yeah, it's quite strange. I prefer death lightning beam, but citing official Magicka 2 slogan "Learn to spell again". Although I'm not entirely convinced by some of those spell changes, there are some awesome new changes too, like increasing elemental damage reduction up to elemental healing shield rather than increasing shield AoE.
ad 7. Maybe beacause it would look ugly? Mines animation changes over time so it's quite clear when they are about to explode. IMHO it's fine now.
@Grey the Monochrome: I had similar feelings after sneak peak, but after playing again today I changed my mid. You just have to change your approach.
First of all - elemental healing shield - it's blessing, use fire shield and some E+F AoE for nice healing.
Elemental mines - they are super powerful.
Try to find which element works best against different types of enemies - it makes killing much easier. Use shield against element used by your enemy.
But I do agree that charging spells takes more time than it should.
2. Earth grounds[en.wikipedia.org] lightning.
3. It's a spell now, all the hotkeys are actual spells that can be done manually. Kinda undecided on that particular one myself.
The whole system is the JUNK from WW. That's why the game is at 50% of the speed, why there is a quickbar.
Ugh. This game....ugh.
Totally agree, like I said in another post.
You can have lightning + earth to make a kind of double projectile with a lightning bolt between it, or sparks, or a lightning ball. or lightning + earth + shield to make a kind of tesla tower XD. and lightning water could make a storm.
and the whole earth grounds lightning nerd-tard argument? there is metal in earth, so put a sock it in and think progressively and stop squelching peoples creative ideas to make a game better you useless ghet.
The "Tesla Tower" you mentioned could be done with ice, shield and lightning in the first game.
Now I just feel weak. It's like my magic is depressed or something.
Feeling powerful is fun. If you want to make your game hard, do it how you did in the old days, with higher hp enemies later on the game and let us rip the early game a new one.
That's oddly aggro. What does 'nerd-tard' even mean? He asked why it makes sense. I offered a link to the reasoning--heh and 'there's metal in earth' does not prevent grounding.
Devs chose to interpret physics how they wanted to; my ability to 'creatively reinterpret' the basic laws of nature doesn't have anything to do with that. No point in calling me names 'cause I answered a question before you submitted a contradicting idea.
It's because of the metals and abundant ions in the earth that it ground electricity.
Electricity travels down the path of least resistance. In the air, it has to create ions, which takes energy. In the ground, those ions are already present.
There's lots of things lightning and earth, or lightning and metal can do, including my glass idea, and lightning bolt idea.
Maybe help an idea progress, instead of hindering it? Do you want LESS things to do in the game? or MORE things to do in the game?
I only gave a reason why their choice made sense--I didn't say they shouldn't ever consider anything else. By your logic, the actual 'nerd tards' (odd that gets censored if you add an 's') here would be the devs who used that reasoning to make their choice when resolving a design conundrum.
The reason why it is the way it is in the game is because of the nullification system. There are 8 elements, each with a null. One of those elements nulls itself. That means 7 elements remain, with each requiring a null. No matter how you slice that, you end up with one element on dual null duty.
Fire nulls frost is obvious, that's +temp vs -temp. Life nulls death, also obvious. That leaves Earth, Water, and Lightning. One has to null the other two, or their system is borked. You either have explain to the devs why earth should null water instead of lightning, why three elements should have no nullification at all, or why they should have an entirely different elemental system. More spells obviously isn't going to cut it as a reason alone, or they would've already gone with that.
If you have a solid system figured out, then power to you. As long as it all works out and stays balanced/consistent, I couldn't care less about the fine details. Throwing glass shards or lightning darts could be cool. They're not ever gonna change it for this game though; the entire game is balanced around that system. You might talk them into 'nulling' it for Magicka 3, if you're extra compelling.