Witchfire

Witchfire

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Cryos_Feron Oct 20, 2024 @ 2:15am
The spell recharge doesn't make any sense
Apparently the spells won't recharge with time, you need to find and kill lower tier enemies.
what kind of ridiculous hero am I, standing in front of a boss with no way of using my powers unless he summons minions...
I understand the idea that you need witchfire, but you could have a huge amount of (volatile) witchfire in your inventory and it wouldnt make any difference.
Last edited by Cryos_Feron; Oct 20, 2024 @ 2:19am
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Showing 1-14 of 14 comments
[OMOH]Volg Oct 20, 2024 @ 2:24am 
There is an item that can be bought from a merchant that immediately recharges all spells. There is also an item that restores Stamina and Focus. There is even an HP restore, but for three treasures.
Blue Oct 20, 2024 @ 4:51am 
I got to like this mechanic because it forces you to play actively instead of waiting between the fights to be always at full capacity (which could trivialize the next encounters). You fight mainly with cannon-fodder enemies, bosses are relatively rare encounters, so there's plenty of opportunities to prepare for them.

Witch hunters are no mages - guns should be your main way of dealing with enemies, spells are strong support abilities - they should not be too reliant upon, but situational.

If anything - maybe dealing damage could lower the cooldowns, but no passive regeneration.
1mbalanced Oct 20, 2024 @ 5:13am 
Spend some points in witchery, pick arcanas which reduce spells CD (there're plenty of them). Count your spells as powerful but not main source of damage, rely on your weapons first. Use consumables from vendor. Not a problem at all, you are not a mage to hurl fireballs every 5 seconds.
Last edited by 1mbalanced; Oct 20, 2024 @ 5:14am
Cryos_Feron Oct 20, 2024 @ 5:16am 
Originally posted by Blue:
I got to like this mechanic because it forces you to play actively instead of waiting between the fights to be always at full capacity (which could trivialize the next encounters). You fight mainly with cannon-fodder enemies, bosses are relatively rare encounters, so there's plenty of opportunities to prepare for them.

Witch hunters are no mages - guns should be your main way of dealing with enemies, spells are strong support abilities - they should not be too reliant upon, but situational.

If anything - maybe dealing damage could lower the cooldowns, but no passive regeneration.

Yeah, I get you. But from an immersion perspective it feels strange that my character would practically have no magic at all if he was only facing one strong enemy (which probably is the purpose anyway - to fight a strong witch).
One should not be happy if an enemy has the habit of summoning minions.

your suggestion sounds good:
Dealing damage should accelerate it - rather then having to kill minions.
Telzen Oct 20, 2024 @ 5:27am 
Dealing damage already does regen spells I believe. I just started playing again after a break so I haven't really done testing on it, but it is mentioned in this reddit thread:
https://www.reddit.com/r/Witchfire/comments/1fr8ns4/helpful_info_compilation/
Last edited by Telzen; Oct 20, 2024 @ 5:28am
rougesforhire Oct 20, 2024 @ 6:44am 
It's gaining witchfire that reduces cool down; I know this because i routinely spam cornucopia during the galley slave fight to nuke him down with the a sniper rifle + last shot. The spell is always on cool down as I continuously rain +200% damage shots on the lad. Spells always off cooldown for me by the time the first cast is over.,
TheLuckyAce Oct 20, 2024 @ 12:44pm 
Originally posted by Cryos_Feron:
Originally posted by Blue:
I got to like this mechanic because it forces you to play actively instead of waiting between the fights to be always at full capacity (which could trivialize the next encounters). You fight mainly with cannon-fodder enemies, bosses are relatively rare encounters, so there's plenty of opportunities to prepare for them.

Witch hunters are no mages - guns should be your main way of dealing with enemies, spells are strong support abilities - they should not be too reliant upon, but situational.

If anything - maybe dealing damage could lower the cooldowns, but no passive regeneration.

Yeah, I get you. But from an immersion perspective it feels strange that my character would practically have no magic at all if he was only facing one strong enemy (which probably is the purpose anyway - to fight a strong witch).
One should not be happy if an enemy has the habit of summoning minions.

your suggestion sounds good:
Dealing damage should accelerate it - rather then having to kill minions.

Specially from an immersion perspective it feels great to me. The Character is not the Witch. You can use magic through Witchfire, not because of YOU, but because of your "mutation" to use Witchfire. So why should you be able to use Spells WITHOUT Witchfire?

With just "Cooldown" on spells, you could start dodge all around until spells are back up and win every fight without a little thought about ammo or routes... if I want to to an "boss encounter" run, I plan my route in a way that I have an ammo chest left before I enter the Bossfight. If I dont see any way to reach it - levelup to reroll the map. That is part of the Game. Unlimited Spells would make this useless... OR the CD must be absurd high, which would lead to far less spells useable in a normal run.

As long as there are enemies I can "spam" my spells thanks to proper skills/items every few kills...
Cryos_Feron Oct 20, 2024 @ 1:03pm 
Originally posted by TheLuckyAce:
So why should you be able to use Spells WITHOUT Witchfire?
like I wrote, you can have 100k witchfire in your inventory but yet have to stand naked in front of a boss if he isn't so kind as to summon minions for you (well, he thinks AGAINST you)

but of course I get the argument about simply waiting would be too easy.

however this wouldnt be the first game to have cooldowns on powers
Last edited by Cryos_Feron; Oct 20, 2024 @ 1:03pm
Tentacle of Ozric Oct 20, 2024 @ 1:10pm 
Originally posted by Cryos_Feron:
Originally posted by TheLuckyAce:
So why should you be able to use Spells WITHOUT Witchfire?
like I wrote, you can have 100k witchfire in your inventory but yet have to stand naked in front of a boss if he isn't so kind as to summon minions for you (well, he thinks AGAINST you)

A solution for this would be to use the "euphoria" item just before the boss fight. Can be bought from the trader at very cheap price.
TheLuckyAce Oct 20, 2024 @ 10:20pm 
Originally posted by Cryos_Feron:
Originally posted by TheLuckyAce:
So why should you be able to use Spells WITHOUT Witchfire?
like I wrote, you can have 100k witchfire in your inventory but yet have to stand naked in front of a boss if he isn't so kind as to summon minions for you (well, he thinks AGAINST you)

but of course I get the argument about simply waiting would be too easy.

however this wouldnt be the first game to have cooldowns on powers

But that Witchfire was already "absorbed" and "used" as you have your Spells not ready ;)
It is stored in some "magical" way to be used for Upgrading your magical enhanced gear and is not for free usage anymore, kind of bound and must be released in some kind of forging process.
Craven7 Oct 21, 2024 @ 6:38pm 
Originally posted by Cryos_Feron:
Originally posted by Blue:
I got to like this mechanic because it forces you to play actively instead of waiting between the fights to be always at full capacity (which could trivialize the next encounters). You fight mainly with cannon-fodder enemies, bosses are relatively rare encounters, so there's plenty of opportunities to prepare for them.

Witch hunters are no mages - guns should be your main way of dealing with enemies, spells are strong support abilities - they should not be too reliant upon, but situational.

If anything - maybe dealing damage could lower the cooldowns, but no passive regeneration.

Yeah, I get you. But from an immersion perspective it feels strange that my character would practically have no magic at all if he was only facing one strong enemy (which probably is the purpose anyway - to fight a strong witch).
One should not be happy if an enemy has the habit of summoning minions.

your suggestion sounds good:
Dealing damage should accelerate it - rather then having to kill minions.

Dealing damage doesn't give you witchfire though so you need witchfire from defeated enemies to recharge your spells and abilities. It wouldn't make sense to me that shooting your guns would somehow recharge your spells.

The witchfire in your inventory has been earned who knows how long ago and you've already used your spells a lot since then. It makes sense to me how it is set up now.
Last edited by Craven7; Oct 21, 2024 @ 6:40pm
Cryos_Feron Oct 22, 2024 @ 4:09am 
Originally posted by Craven7:
The witchfire in your inventory has been earned who knows how long ago and you've already used your spells a lot since then. It makes sense to me how it is set up now.

not exactly true, the countless small red witchfire crystals the enemies leave behind (fresh) and which you can pick up whenever you want don't count either
TheLuckyAce Oct 22, 2024 @ 4:54am 
Originally posted by Cryos_Feron:
Originally posted by Craven7:
The witchfire in your inventory has been earned who knows how long ago and you've already used your spells a lot since then. It makes sense to me how it is set up now.

not exactly true, the countless small red witchfire crystals the enemies leave behind (fresh) and which you can pick up whenever you want don't count either

I answer with my own quote:
Originally posted by TheLuckyAce:
But that Witchfire was already "absorbed" and "used" as you have your Spells not ready ;)
It is stored in some "magical" way to be used for Upgrading your magical enhanced gear and is not for free usage anymore, kind of bound and must be released in some kind of forging process.

And add - it was used and formed into a crystal. So it no longer fuels your Mutation to use Magic.

EDIT:
And again the question - why (lore wise) should you be able to just "recharge" spells via Cooldown? You are not a witch. Overall you "cast" the spells due to Items which you recharge with absorbing a part of Witchfire from killed Witch-Minions. It's not "you" who casts the spell, its the Ring.
Last edited by TheLuckyAce; Oct 22, 2024 @ 4:55am
Craven7 Oct 22, 2024 @ 7:51am 
Originally posted by Cryos_Feron:
Originally posted by Craven7:
The witchfire in your inventory has been earned who knows how long ago and you've already used your spells a lot since then. It makes sense to me how it is set up now.

not exactly true, the countless small red witchfire crystals the enemies leave behind (fresh) and which you can pick up whenever you want don't count either

Those don’t count because they are crystallized witchfire. Only way to recharge the spells is from the gaseous looking witchfire from killing the mobs which the preyer sniffs and goes aaaaaahhh. There is also an item the trader has which contains this form of consumable/skill refreshing witchfire
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Date Posted: Oct 20, 2024 @ 2:15am
Posts: 14