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The other possibility is if they add workshop support, then it will allow the modder community to try and create something that fits that bill while still keeping things balanced. Thats always the hard part, keeping things balanced. So that the new thing isn't so overpowered, its the only way to play since its so effective. If from fairly early on, a player can reign powerful fireballs from a safe distance, it negates the need close combat. Can it be nerfed a bit, but making the casting time long and/or limit the number of uses per day, sure. But that's the balance concept to try and find how magic could compliment the current combat system rather than replace it.
Oh! For sure. I'd rather not have magic if it's to replace something. I just wanna be a staff wielding, nature magick flinging fae on a tamed bug. Balance comes before all, make them weak to melee/ranged attacks, as with most mmo's, glass cannon kind of thing, long cast times, certain spells per day i am all fine with. But melee combat / bow combat gets tiresome and boring to me rather quickly, even though i love the game. I'm always the mage/wizard/druid etc. I bought Smalland only today and will play some after dinner but watching some videos, doing some research and just finding information on the game (Not gameplay perse) i found magic wasn't a thing so thought i'd throw it out there and get a feel of the community's opinion, and perhaps a devs answer if and or/when it may become a thing. But thanks for the input! ^-^