Get Rid of "Mana Pool"?

Post » Tue May 17, 2011 12:23 pm

The reason I suggest this, is the availability of potions makes magic users extremely overpowered.

That's the only issue I've had with potions since they do allow Mages to have almost 100% uptime, but that doesn't mean Magicka as a resourse should be removed, just nerf potions in some way.

Didn't the latest GI article on combat say arrows were going to be more limited in some way? Potions could get a similar treatment.

I remember them being somewhat common.

They were.
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Jonathan Braz
 
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Post » Tue May 17, 2011 2:45 pm

I don't understand why magic users still have to use potions and draw from a "mana pool". Would it not make more sense to have spells work much like Energy Weapons in Fallout: New Vegas? Before you set me aflame, what I mean by this is having spells have a set base damage and rate of fire. High damage spells would cast slower, where low damage and dot spells would cast faster. You could still put points toward your "magika level", but instead have that effect the damage and rate of fire formulas for casting. What do you think?



Having not read much of that truthfully....

Your comparing energy weapons, something in the Fallout series yes but -hardly- exclusive to and suggesting that as a basis to Magic? Might aswell use guns or Flamethrowers.

Throw a way to handle magic out there if you have a good one. Getting inspiration to handle it from base weapons just brings the question, why not have a tiny pistol you can shoot elemental bullets/blasts from.

Just not a very good setup for Magic or your proposal to dump the MP stat.

EDIT: Also, in titles like Fallout or any shooter/RPG or a hybrid that might have a weapon like that take into consideration it had it's own "potion" you had to stck up on to keep using the energy weapon wether it's microfusion cells or otherwise.

Your proposals doable but it doesn't show any way to limit use of magic which technically should cost -something- which is where MP comes into place and then potions to restore it.

Unless the mage in question is All Mighty or the world had found a small or manageable source that allows them to use magic at no cost.
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FirDaus LOVe farhana
 
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Post » Mon May 16, 2011 11:15 pm

I never have issue with mana pool regardless of the game, it is there to limit us magicians from being overpowered.
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sam westover
 
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Post » Tue May 17, 2011 4:56 am

I think the solution here isn't to remove magicka or the "mana bar", but to make it so that Magicak Potions aren't as common as skittles. Or make it so you can't carry 9000 of them at the same time.
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Everardo Montano
 
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Post » Tue May 17, 2011 12:33 pm

Edited my post. Might want to reread the bottom section.
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Nice one
 
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Post » Tue May 17, 2011 11:08 am

Needing to carry around hundreds of potions for minor battles is silly but I would still like there to be a mana pool.
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Elea Rossi
 
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Post » Tue May 17, 2011 2:46 pm

Yeah and let's remove durability off gear aswell.

Personally Id like that. Though I wouldnt demand it as im sure more people DO want it. That is why any modded items I make, i make their durability super high so I don't have to worry about it.

Again, just my personal taste on such a thing.
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Project
 
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Post » Tue May 17, 2011 12:31 pm

I disapprove of this idea.
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Batricia Alele
 
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Post » Tue May 17, 2011 1:46 am

I don't understand why magic users still have to use potions and draw from a "mana pool". Would it not make more sense to have spells work much like Energy Weapons in Fallout: New Vegas? Before you set me aflame, what I mean by this is having spells have a set base damage and rate of fire. High damage spells would cast slower, where low damage and dot spells would cast faster. You could still put points toward your "magika level", but instead have that effect the damage and rate of fire formulas for casting. What do you think?

It would turn TES into a shooter. In a word, NOOOOOOOOOO!!!!!
Magicka serves the purpose of differentiating characters with low and high affinity for magic, i.e. it's an important RPG element.
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Spooky Angel
 
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Post » Tue May 17, 2011 4:55 am

While your at it why not ask for them to remove health and skills as well...
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Cathrine Jack
 
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Post » Tue May 17, 2011 2:41 am

Then whats the fun in making a super powerful spell?
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gemma
 
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Post » Tue May 17, 2011 12:49 am

They should just fire Todd and replace him with Peter Molyneux while they're at it.
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Stephanie Kemp
 
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Post » Tue May 17, 2011 1:23 pm

Nah, I like the Oblivion system for regenerating magic. If they tweak some of the other aspects of magic, like its effectiveness and variation in combat, then it'll be amazing.
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LijLuva
 
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