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- Chris, for the Mages of Mystralia Team
I'd also like a survival mode, with ever increasing waves of enemies, except that's not really viable since once you have area of effect spells the number of enemies doesn't really matter.
Remember, this is supposed to be a trial to test your skill as a mage, and is something that according to lore the stronger mages go to in order to relax. Zia by end game has mastered the most powerful form of magic and is with the exception of the now returned mad mageking probably the most powerful mage alive.
To test it as its supposed to be go play it after beating twiggs or getting the skyshard. See if you still find the test for aspiring mages easy when you are actually an aspiring mage and not the most powerful person on the planet.
It is too easy ;) Just went straight from Sky Temple to Haven, when the Trials first open, and completed it with merely move, impact, detonate, mastery, using the basic wand and no sages met so basic starting elements.
Then added proximity and random, which you get in Haven anyway, and then completed it in 9:37. No rain, no teleport, no negation scepter, no sages to change elements.
If this is made much harder then there are already players that cant beat it with everything, and yes they will improve a bit with time, but if they cant beat the requirements you consider simple then how are they going to do against requirements that you want in order to challenge YOU. Especially since you will be able to make it harder for yourself later with other difficulties, while as far as i know there arent any difficulties planned to make it easier.
My suggestions would be instead of just different enemy types, throw things in such as puzzle solving in later rounds, needing to use sages to change spell attributes, things like that, so that anyone can progress to a point, but the later rounds are beaten because you, as a mage, are gaining more powerful, and are able to do much more than basic spellcraft (which fits much better into the lore of the trials, since they go there to relax, *or* prove their worth, which wouldmean they were either showing younger mages what they can do, or, more plausibly they were taking on trials that were more advanced)
I myself was not able to complete the trial that early, when i went in after retrieving the shard (and i also had homing which is right at the rise entrance so i didnt really consider that exploring for runes before going to the trial) i ended up losing halfway through round 5.
As for adding things to make it tougher, as i said repeatedly in the other thread making it anything that really challenges skilled late game zia players wouldnt really make sense lore-wise. I assume you have beaten the game but just to be safe i will have this listed as a spoiler. Zia uses Celestial magic, has mastered it, and is able to defeat other people that use it. Celestial magic is in the lore as being exponentially stronger than regular magic, its an amazing powerful thing that normal mages basically do a cheap immitation of with their magic. Having anything that a master of celestial magic cannot accomplish easily, then claiming that people who use normal magic do it easily enough that some come to there to relax, even claiming that this one mage who runs it was about to do it in 10 minutes in his prime and then having late game zia struggle to do that doesnt really fit with the lore. Celestial magic is leagues ahead of the regular magic this mage and the others used, and for him to be good enough in his prime to set a record Celestial magic master Zia has trouble beating would mean he was capable of reaching a level with magic close to what a mastery of celestial magic can accomplish, which is ridiculously lore breaking.
Something i suggested in the other thread as something that could be added to add a challenge in a lore friendly way would be either add an area that was once a lair of the mad king, a known celestial magic user, with traps and security measures designed so that only a celestial mage could get through. I could see him making things difficult on himself, just to ensure that nobody else could make it through, so that could be a good challenge set for only a celestial mage to be able to accomplish. Another thing i suggested was potentially fighting the trolls, since they were too difficult for mages and the mad king had to use celestial magic to get the power to stop them, so that would be a good new enemy to challenge late game zia in a lore friendly way, just adding a door to the lava area that leads to where the trolls are (i believe it was trolls, i may be wrong, its been days since i beat the game and i have finals on my mind so remembering specific details about who past enemies were isnt really working right now, but if im wrong about it being trolls then whatever it was that came from the lava grotto that the mad king had to stop).
BTW i finished the second try in 6min.
Only managed 7 waves as the spells you have at that point really limit how you can fight.
With end game spells i'm sure someone could finish it in no time flat but i agree with you earlie game with my limited spell set it's near impossible to beat it at all let alone in 10 mins.
I also agree with your idea an area the mad king once owned for late game people.
Maybe even add in a mini boss to it that has abilitys that make even a fully powered celestrial wizard struggle to survive.
(3 minutes ~20 seconds on Trial of Mages with a full on danmaku spell here. Get rekt)