Rune Drawing Mechanics

If you make spells easier then it takes away from mage social hour. It’s nice having an excuse to just hang out with people and practice/talk. This gets people of all levels together, instead of low with low and high with high.

True but I’d only met like 2 people who claimed to have successfully cast Pushback 2. Both told me it wasn’t worth practicing. :wink:

Agreed on that pushback 2…seems pretty worthless, unless it’s able to pushback the large enemies and bosses that pb1 can’t. Then it would be worth practicing. Perhaps a solution is loosening tolerance on z plane while keeping x and y as strict as they are?

Yep, worthless at high levels especially. Nearly everything is immune. As with everything else regarding the mage, however, take your time, and practice a lot if you want to learn. I remember spending hours at the dummies when I was under 20 (120 hours to my 20 mage because of it). Practice practice practice.

This is a part of VR at its most basic form.

Another example:
You have to physically swing your arm to do sword combos as a Warrior.
There will be people who have rotator cuff injuries and RSI-type issues who will not be able to play, or play well, as a Warrior.

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I’m firmly in the camp of making spells easier, but not by loosening the tolerances. I want to see better tools for helping the player to know what they’re doing right and wrong as they do it. This would make spellcasting less about trial and error and more about tightening up your movements to align with what the game wants.

Let’s look at one particularly damning example. Presently, Frostbolt 3 is notoriously difficult to cast, even though it is just Frostbolt 2 (which most players can cast easily) with a line segment running through it. The problem is this: How do you teach the player how long that line segment needs to be? How do you teach the angle it needs to run at? How do you give feedback to the player that says “these parts of the rune were right, but this part, you totally flubbed”?

That’s what the game needs for mages. The runes are mostly fine…ish (a few really are too picky for what they offer) but the teaching tools are severely lacking. Frankly, were it up to me, I’d do away with 3d runes entirely in favor of more multi-rune spells. I think it feels more appropriate for a fantasy setting, and would lend itself well to future customization such as weaving different runes together to form new, unique spells.

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I’ve taught many-a-folk to cast frost 3. It’s more difficult teaching rift players as I’m having to work at an angle due to the deviation of vr consoles. I stick with my tips and I can watch the pink dot follow the wand and usually they will successfully cast the spell at least once and then it’s a matter of finding that again and repeating.

I am kind of hoping for more 3-d spells, want to find my drawing skill cap that doesn’t revolve around Pushback 2

I’d actually prefer they veer away from the 3d aspect.
VR is a great medium for the 3d casting, don’t get me wrong, but if the z plane is being used more, accuracy will need to be improved to avoid wrong spells being cast. If they require higher accuracy then our shortcuts might not work anymore and the those craving easier casts will exponentially increase.

I’m at work and not able to fully dive in here, but hopefully you catch my drift.

Having the weather-vane type representation of Frost 3 actually reflect what works in game would be a good start. :wink:

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I’m just starting and have played the runemage for less than 2 weeks. I can cast Fire2 and Frost2 at a rate of about 2 per second fairly consistently. (Arcane2 is a whole other story) If casting is made much eaiser then, assuming I could cast faster, the runemage would be overpowered and would probably need be nerfed to balance it with the other classes.

Oops, better make that 1 per second.

IMO frost 2 and fire 2 are the easiest spells to cast, aside from maybe protect. You can spam the heck out of frost 2 and still have great control due to the somewhat circular motion of drawing the spell.

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