Dark and Light

Dark and Light

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N37RUNN3R Apr 10, 2018 @ 6:02pm
Telekinesis Feedback
Currently have been toying with the Telekinesis spell and while I love the effect, I felt it needed some feedback.

In it's current state, it hits for alot at buildings, solid damage. However it breaks within two casts. Personally, I would rather it do less damage and last longer than the current state.

Main issue with it breaking in two casts is because it requires a magic workbench to repair, essentially making it so you have to do alot of base runs back not to mention 15 mithril ingots per repair for that little output isn't exactly worth it for two casts.

Overall, the effect and spell feel amazing and fun. The issue lies mainly with it's durabilty/ lack of ability to repair while mobile.

My own suggestions:

1. Lower durability cost per cast, if balance is necessary, lower damage would suffice if necessary.

2. Allow to craft/repair Telekenises within player inventory and not Magic Workbench, it allows for the prepared player to utilize the spell more frequently should they have the supply. Personally however, I think it would be necessary to decrease the mats required to repair the spell if this option was taken.

Hope this helps!
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Showing 1-10 of 10 comments
JimmyGym Apr 10, 2018 @ 7:42pm 
Great suggestions. I am curious what other thinks as well!
old mate Apr 10, 2018 @ 7:57pm 
Legendary telekinesis spells come with higher durability, highest I've seen is 97, but of course finding higher than craftable quality spells is almost a non occurrence
Pillow Apr 10, 2018 @ 8:18pm 
Originally posted by 󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡:
Legendary telekinesis spells come with higher durability, highest I've seen is 97, but of course finding higher than craftable quality spells is almost a non occurrence
What drops higher quality spells? Can you buy from Vendor?
old mate Apr 10, 2018 @ 10:20pm 
Originally posted by Pillow:
Originally posted by 󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡:
Legendary telekinesis spells come with higher durability, highest I've seen is 97, but of course finding higher than craftable quality spells is almost a non occurrence
What drops higher quality spells? Can you buy from Vendor?
So far from what I have seen and heard from others, spells are a very rare drop from dark air elementals or dark wraiths
Ryuknight Apr 10, 2018 @ 11:02pm 
I hv recently picked up a common grade spell on the plains during the invasions. I hv yet to determine which mob dropped it. But its nice to see that spells are in the loot table...
PS: A friend picked up a legendary dragon saddle with 70+def... too. So they do exist apart from getting them from the vendor.
Last edited by Ryuknight; Apr 10, 2018 @ 11:22pm
old mate Apr 10, 2018 @ 11:35pm 
Would love a way to increase the quality of gear and spells, perhaps with very steep crafting costs to balance the sheer power of some items, for instance if I spawn a legendary firestorm spell, it can hit from between 1200 to 2800, however a legendary greatsword with 280 damage and 500% melee (from forging) I can hit for 4 to 5 thousand.
JimmyGym Apr 11, 2018 @ 11:11am 
Originally posted by 󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡:
Would love a way to increase the quality of gear and spells, perhaps with very steep crafting costs to balance the sheer power of some items, for instance if I spawn a legendary firestorm spell, it can hit from between 1200 to 2800, however a legendary greatsword with 280 damage and 500% melee (from forging) I can hit for 4 to 5 thousand.

This is a great point. Melee has a higher ceiling versus spells. Would you rather have spells do as much or the melee do around what magic is doing?
Ash Apr 11, 2018 @ 11:14am 
Something i think might be really cool. We have all these different staves that really don't do anything. what if higher level staffs/higher quality staffs decrease the durability damage spells take. IE casting telek with a low level staff breaks the spell right away, but a higher quality staff gives you more casts.
N37RUNN3R Apr 11, 2018 @ 11:15am 
Originally posted by Ruffles Original Flavor:
Originally posted by 󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡:
Would love a way to increase the quality of gear and spells, perhaps with very steep crafting costs to balance the sheer power of some items, for instance if I spawn a legendary firestorm spell, it can hit from between 1200 to 2800, however a legendary greatsword with 280 damage and 500% melee (from forging) I can hit for 4 to 5 thousand.

This is a great point. Melee has a higher ceiling versus spells. Would you rather have spells do as much or the melee do around what magic is doing?


Melee with so much damage at the level, which I haven't reached, feels like it would make the game borderline pointless. I'm all for having legendary weapons and being beacons of power. However, not sure if it should be able to 1 hit almost everything.

Magic however, -should- compete in a ways. It requires much more ingredients to successfully pull off, and it only reaches a certain cap, while Weapons can be upgraded further. Perhaps the ability to 'forge' spells to become a higher damage/durability as well? Showing that a master mage can utilize the powerful spells.

We'll continue with Telekinesis for example. I personally would think it totally okay for it to be in the weak state it is, only to further master it as I unlock forging etc to make it so it's durability is much much higher. Allowing the player to be exposed to the spell at al ower level with the basic Telekinesis, for incentive to become a master of the spell and utilize an upgraded version that can last for 10 casts (As an example).
WarRequiem Apr 11, 2018 @ 11:57am 
A stat to scale magic damage like melee would be nice. And much more uses per craft as well.
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Date Posted: Apr 10, 2018 @ 6:02pm
Posts: 10