Sounds like a LoL concept champion, but this isn't LoL.
Also that concept sucks
Sounds like a LoL concept champion, but this isn't LoL.
Also that concept sucks
You may have erased my signature, but you can't corner the dorner
Posted By OrangeBoy at 10:55 PM - Thu Apr 20 2017
Sounds like a LoL concept champion, but this isn't LoL.
Also that concept sucks
I can assure you that it isn't an LoL concept... As for your opinion, to each his own I guess
Not a fan tbh.
"Fire magic" works and is interesting because of its simplicity while still retaining the power to be interesting and dramatic.
"Weather control" works and is interesting because of its simplicity while retaining the power to be interesting and dramatic [especially for a Pirate king].
The reason I say this is because they work WITH the game extremely easily, without massive amounts of complexity and reworking being needed to bring it into reality. What you're suggesting is pretty rework-intensive. It could take a long time to create something like this. Besides you have no idea how the magic will work.
If magic drains your soul, then casting a shadow spell for a shadow clone for 5 seconds is hardly worth it. But I guess it's functionality wouldn't end there. I wouldn't object to 'shadow magic' which is what you're saying put in brief terms, but the specific 'abilities' you are talking about do seem very MOBA-esq. Most likely because you've spent a significant amount of time going over this idea you've had, which I can respect. But I also think that amount of time has put you into a bubble; a seperate universe from what is real and what is possible. A talent idea should be more of a concept than a list of spell attacks.
How did talking to an imaginary friend give the dude powers?
Jokes aside. It's not too intensive @Sagan. You need to be able to spawn a humanoid and gain buffs while near shadows.
I don't know anymore.
Posted By Sagan at 05:01 AM - Sun Apr 23 2017
Most likely because you've spent a significant amount of time going over this idea you've had, which I can respect. But I also think that amount of time has put you into a bubble; a seperate universe from what is real and what is possible.
I mean, I put up ideas that came to mind and basically invented a list of what I thought would make an idea like this work. Nothing's ever set in stone, but it's always nice to have an idea of how something would work. Otherwise I'd have just thrown that out there as a vague idea.
Posted By Sagan at 05:01 AM - Sun Apr 23 2017
A talent idea should be more of a concept than a list of spell attacks.
Think of this from the developer's standpoint: given such a vague idea with maybe a small description of how it works, I would be less inclined to look into something someone simply put down. Someone who's put a lot of thought into an idea gains more consideration and more recognition. Being so conservative about putting an idea down can only prove to have an opposite effect, but that's just my opinion. I, honestly, wanted this to stand out and get people talking; it's been slow but it's gotten something of a conversation started so far, I guess.
Posted By Sagan at 05:01 AM - Sun Apr 23 2017
If magic drains your soul, then casting a shadow spell for a shadow clone for 5 seconds is hardly worth it. But I guess it's functionality wouldn't end there.
The idea that it drains your soul is meant to be a counterbalance of sorts. It also drains stamina. It makes it worth it to use it in certain combat situations but discourages the user from abusing such an ability. Tbh, I think it should drain more time 1 minute seems a bit too leniant in this case.
Posted By Sagan at 05:01 AM - Sun Apr 23 2017
I wouldn't object to 'shadow magic' which is what you're saying put in brief terms, but the specific 'abilities' you are talking about do seem very MOBA-esq.
I agree with this statement! It may be because I spend a lot of my time in mobas. The difference being that instead of levels gained by grinding, you gain abilities as your character matures and achieves combat expertise (though I guess that does sound similar to the idea of a MOBA's system of levels and abilities). Although, I cannot ignore the fact that talents would probably use a system similar to this. It would make sense as CoE isn't a typical mmo and everything has a story; in this case the story is that your shadow becomes a partner who matures alongside you and gains abilities that it shares with its host. It's like having a twin bound to your shadow.
Posted By Sagan at 05:01 AM - Sun Apr 23 2017
"Fire magic" works and is interesting because of its simplicity while still retaining the power to be interesting and dramatic.
"Weather control" works and is interesting because of its simplicity while retaining the power to be interesting and dramatic [especially for a Pirate king].
The reason I say this is because they work WITH the game extremely easily, without massive amounts of complexity and reworking being needed to bring it into reality. What you're suggesting is pretty rework-intensive. It could take a long time to create something like this. Besides you have no idea how the magic will work.
That being said, I gave an idea of how this concept would work rather than leave it entirely to everyone's imagination which, in turn, helps people pick things apart better and apply their own logic to it. I do believe that something similar to this could easily function in a game like CoE. Remember this: CoE is a sandbox game with MANY possibilities as well as functionalities and has room for just about any idea. It's not like I'm posting this a week before release haha. I'm sure if this idea is considered they'll put their own spin on it. As for having no idea how the magic will work? No one does just yet but, with all due respect sir, I don't know what makes you more knowledgeable on how a game like this would work magic in - given that you gave examples of what would work in a game like this. Weather control magic could easily be just as difficult to program as shadow magic would. It all depends on how the devs handle their game. Nothing's set in stone on either side as of yet, so please don't be so fast to shun my idea. Apologies, that statement irked me and I just wanted it to be known that no one knows better just yet. Thanks for the feedback, nevertheless
Interesting idea.
Once in a while I'd love to see shadow people exploring at night. Would be pretty cool, though that sort of thing creeps some people out lol.
Perhaps your rare talent might start by making your character unafraid and able to freely interact with them.
A shadow projection ability sounds like a simple scouting trick too :) A master might spot shadows and instantly know their source, perhaps adopt some lol.
Posted By Oracle at 10:01 AM - Mon Apr 24 2017
Interesting idea.
Once in a while I'd love to see shadow people exploring at night. Would be pretty cool, though that sort of thing creeps some people out lol.
Perhaps your rare talent might start by making your character unafraid and able to freely interact with them.
A shadow projection ability sounds like a simple scouting trick too :) A master might spot shadows and instantly know their source, perhaps adopt some lol.
I feel as though this skill needs to be bound to some lore, although haha. Maybe a questline to go along with it? I could probably whip something up and have it coincide with some of the lore associated with our lord Myrkul. The point of this skill was that I thought it would go well with an assassin playstyle, which is what I'm going for. I could also see this work for a mage and maybe even a support player. But it would, obviously, have to be classified as a dark/shadow magic just for consistency's sake
How would this idea work if you didn't trigger your talent till you were older? Would you skip all the starter steps and just start more powerful? Not that I think any talent should have that many different spells anyway. Seems like many talents all within one.
Posted By Gunnlang at 11:24 AM - Mon Apr 24 2017
How would this idea work if you didn't trigger your talent till you were older? Would you skip all the starter steps and just start more powerful? Not that I think any talent should have that many different spells anyway. Seems like many talents all within one.
So, basically, you spawn in game with this ability. Typically you'd start at age 15 and, from here, you begin noticing that your shadow speaks. It startles you, at first (as it would anyone) but you eventually get used to it and begin developing a relationship with it. It grows as you do like an identical twin would. Only difference is your twin is also your shadow and has powers that, you too, can tap into. The first step is building the relationship and trust with your counterpart. As you grow older and more experienced, so does your shadow which grants more abilities overtime. In real life, people who turn 30 are seen as "in their prime" meaning they've finished growing and have a much better understanding of the world as well as more experience with everything. This is your shadows pique and will grant the final ability. It seems to be a series of separate abilities but the actual talent is utilizing your shadow which, in turn, can serve many different functions. The abilities listed are what I'd view as ideal but are, in fact, subject to interpretation :) hope this answers your question sir.
I feel that many talents, especially magic talents, would have more than just one spell, ability, trigger, attack, etc. For instance the ability to use fire magic would be more than simply throwing around fire. Maybe you could summon fire from the ground or utilize body heat or even breathe fire! There's always more than one way to do something which is why we have more than one skill to use in MMOs. Or it could just as easily be a simple thermal utilization that allows you to make fire much easier and faster than normal means like a conveniance talent? Who knows? Now, obviously, not all talents are made for combat; for instance, I imagine this talent as a utilitarian talent and can be used to coincide with combat. Same with utilizing weather or shapeshifting. They can be interpreted differently but nothing is ever set in stone until Soulbound Studios and the CoE team decides how things are going to work in their game's engine.
It's odd I've never heard the name Myrkul. Makes for a good read though. It's a used name though. Would be a successor :)
Posted By Panzer at 03:56 AM - Fri Apr 07 2017
Your worship is duly noted,
Myrkul does not determine our path, Myrkul is always with us.
https://chroniclesofelyria.com/forum/topic/18364/nae-undead-lords-kingdom-of-kairos