Luminous_Umbra said:
5. True, but how exactly could this be fixed? I mean, if it was a close kill, I could see maybe grabbing an enemy's head and liquifying it with whatever brand magic you are using, but how exactly could you make distance kills interesting? (Besides, I love how the current kill cams often send enemies flying farther then they probably should be.)
It's not that hard really. Right off the top of my head, I'd recommend with the distance kills just have something appropriate for each element. For instance, have enemies that are killed by a fireball be set on fire, flail around trying to put it out, and then the bodies burn into a skeleton or something, while lightning has them spasm out for a few seconds (like when electrocuted in real life) before collapsing, while the ice would have them freeze solid, perhaps shattering when they fall and hit the ground, all with the appropriate sound effects of course. That's just for the destruction spells, but I think you get the idea.
TheMadDoctorsCat said:
I Illusion is by far the best school of magic (largely because the spells it uses are the kind that are so overpowered that your enemies can't use them on you - what kind of possible mechanic could you use to simulate "rage", "pacify" or "flee" when used on a player?)
Again, it's right off the top of my head so take it with a grain of salt, but I'll answer that:
Rage: Simple, have the player lose control for a few seconds while the character blindly attacks any creature around it at random.
Pacify: The attack controls don't react to player input for a few seconds. i.e. if the player presses the attack button the character won't swing their sword.
Flee: Either the same as Pacify or have the player once again lose control of the character and it would retreat from the caster for the duration.
To help ensure they don't become a cheap way for enemies to off the player, with all of them the only versions enemies would have are short duration ones and the player would be able to shorten the duration of said magic effects a little further by pressing the movement(Rage and Flee) and attack keys (Pacify) repeatedly.
OT: I agree with most of what Shamus said, however I think he is selling magic short in a lot of ways. For one, it's incredibly versatile. Not only does magic have plenty of noncombat applications it makes up for it's lack of finishing moves with the fact that there's just so many ways one can kill the enemy, to wit:
Burning it alive.
Electrocuting it to death.
Freezing it.
Make them kill each other.
Prevent it from attacking and slay it however one wishes.
and probably a few more I'm forgetting. By contrast, a fighter character's options are "run up and hit it over and over" and an archer/assassin character's options are "shoot it from afar over and over again" and "sneak up behind it and slit it's throat" respectively.
However, I agree that magic itself is pretty underpowered compared to a fighter/assassin/archer character. What most people here that defend it have said only shows this all too well. In order for magic to just be viable not to mention effective the player either has to hybrid their class to do it, mix magic schools together to compensate for their weaknesses i.e. illusion to keep enemies off you while you pelt them with fireballs or exploit cheap tricks like enchanting clothes to make the magic cost nothing and things like that which one won't have access to right off and shouldn't have to do anyway. With being a fighter/archer/assassin all one has to do is draw their weapon and attack essentially. Especially compared to other options magic requires a ridiculous amount of preparation just to be of any use at all, and it's only worse if one is a pure mage character.