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IDProjectCategoryLast Update
0007625Valley 1SuggestionMay 11, 2012 4:58 pm
ReporterToll Assigned To 
Status consideringResolutionopen 
Product Version1.010 
Summary0007625: Remove mana!
DescriptionI posted this on the forums some time back, and since there were no immediate complaints, I'll post it here too. Have some copypasta:

The idea is simple at its core, but given that it's a big change, I don't think it'll happen until at least AVWW 3.0. But heck, who knows, you might be inspired!

The core of the idea: Remove mana! Simple, yes? Of course, other changes will have to happen in order to facilitate it, so the post won't end here.

So, why should this happen? For one, it will make balancing spells far far easier without the limited-yet-unlimited resource that mana is today (which is compounded even further with the preserving mind enchantment). In addition, it will allow for further specialisations for characters (right now, I completely ignore mana upgrades; heck, I play with a character with 40 max mana right now).

Of course, there are things that do rely on max mana or mana regeneration at the moment, most notably storm dash, shields and some high-powered spells. I'll go through these point-by-point.

    Storm Dash: Frankly, I don't see a need to fix this. Let people storm dash without any kind of limit if they want to; they already can with enough tiers in Storm Dash anyway. Suggested changes to tiers: Increased speed and/or decreased damage increase.
    Shields: Yeah, this is the only one I haven't managed to come to a conclusion on. Suggestions include: Change elemental weaknesses/resistances (fire shield would give 50% resistance to fire and 50% extra damage from water etc), or limit them in duration (a shield can only be up for ten seconds before needing to be turned off).
    High-powered spells: This one is actually really easy to fix: Change the requirement to magic power instead. Need to cast meteor? You'd better have a magic power of at least 130%.

With the removal of mana, there's the problem of suddenly only having two stats to increase. It's easy enough to add a third though; just re-introduce casting speed in the form of magic control. This would work exactly like the current cooldown enchantments. It would also add in another condition for limiting spells (and even combination-limiters; for instance, the meteor shower spell could require both a high magic control and a high magic power).

Now, I'm sure I've missed some other things that need fixing, but that's what the forums are for!

Full forum thread: http://www.arcengames.com/forums/index.php/topic,10567.0.html
TagsNo tags attached.
Internal WeightFeature Suggestion

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Prezombie

May 8, 2012 8:35 pm

reporter   ~0023803

This is especially needed for dealing with the higher mana req spells, I want to use the cooler entropy spells, but with a base mana cost of 400, I'd rather pick spells I can actually cast no matter the character.

infestedandy

May 9, 2012 10:17 am

reporter   ~0023855

Completely obliterating mana is a great idea. Sure, the core game does revolve around it to some degree, but it's not that important.

What I mean by that is mana's own statistic is the worst. You really never have to worry about it anyway and I know that I hardly upgrade it. But if it does get removed I feel we'd need to see more character customization. Perhaps I'll make a suggestion sometime soon, but I am all for the removal of mana currently.

Penumbra

May 9, 2012 8:21 pm

reporter   ~0023902

Now that there is no longer a way to reduce the cost of spells, Mana's gating effect on spell use is very strict now. It used to be that you could cast some really strong spells on 200 mana characters if you stacked enough -mana cost. Now, you either can or cannot cast a spell based on your mana stat.

What if there were a "Spell Lore" or "Spellcraft" ability that could be upgraded. Basic spells would all be tier 1 and given to the guys with the 40 mana now. More complex spells require a higher spellcraft stat. Easier to see the difference.

r 1

May 9, 2012 11:01 pm

reporter   ~0023910

I'm all for this - perhaps instead of Mana limiting everything, we could have a seperate solid statistic involving "magic power/ability" that is static but random for each character. The era they were from could determine how powerful of a spell they could cast.

You know, either that, or, well, everybody's free to cast everything. That's cool, too.

Remliel

May 11, 2012 12:07 pm

reporter   ~0024052

I'm actually kind of against this. I like the methodology of using mana as a limiter on spellspam and as a gateway. While alternative setups could be workable, I don't like the idea of completely infinite ammo, especially once the theoretical crest system goes in to allow further customization of spells. Mana would be a big balancing factor there too.

Chthonic One

May 11, 2012 1:47 pm

reporter   ~0024065

I'm ambivalent about this. While I feel that mana is not the issue it should be, I don't exactly feel that it needs to be removed to fix it.

Instead you could have mana regen stop for 2 seconds after casting a spell. Then even if you increase everyone's mana pools, it'll become more of an issue and something people watch. Voila, mana has become an issue without being too crippling.

This would encourage tag team hit and run tactics where one person moves out to do his attack, while another one regens a second. It'll encourage finding shelter periodically to avoid attacks while you regen. It'll also make spell cost and efficiency a bigger issue.

Nanostrike

May 11, 2012 4:16 pm

reporter   ~0024092

It needs a bit more thought, but I'd definitely support "Magic Power" or "Magic Skill" being a stat that replaces mana. Each spell would require a certain level of "Magic Skill".

Thus some like Energy Orb or Entropy Whip would have a low skill level (1 or 2) so anyone can use them, but spells like Creeping Death would have a very high level (10 or more!) so that only magically-inclined characters can cast them.


To compensate, each spell would have a cooldown time that's related on it's Magic Skill requirement. Simple spells like Entropy whip would be largely like they are now: almost zero cooldown. But spells like Creeping Death could have a 5 or 6 second cooldown.

You would be able to level up a character's Magic Skill 1 level at a time. Thus a Medieval character that starts with a magic skill of 1 or 2 could have it boosted up to cast higher level spells if the player so desired.

A skill above a certain level would give some sort of bonuses, maybe in cooldown or duration.


Definitely a concept worth exploring

Quaix

May 11, 2012 4:37 pm

reporter   ~0024094

Mana adds more tactical depth to fights, which is why it's used by many games. If it's not balanced at the moment then we need to balance it.

Remliel

May 11, 2012 4:58 pm

reporter   ~0024097

The Magic Power stat doesn't make sense to me. It seems like we're basically just removing mana in order to create an arbitrary gateway stat? What makes this better than Mana in general? What exactly is the problem with Mana? If you don't upgrade Mana (I do, I like the improved regen speed because I like to dual-fire) that's a perfectly legitimate choice.

Issue History

Date Modified Username Field Change
May 8, 2012 2:08 am Toll New Issue
May 8, 2012 7:36 am tigersfan Internal Weight => Feature Suggestion
May 8, 2012 7:36 am tigersfan Status new => considering
May 8, 2012 8:35 pm Prezombie Note Added: 0023803
May 9, 2012 10:17 am infestedandy Note Added: 0023855
May 9, 2012 8:21 pm Penumbra Note Added: 0023902
May 9, 2012 11:01 pm r 1 Note Added: 0023910
May 11, 2012 12:07 pm Remliel Note Added: 0024052
May 11, 2012 1:47 pm Chthonic One Note Added: 0024065
May 11, 2012 4:16 pm Nanostrike Note Added: 0024092
May 11, 2012 4:37 pm Quaix Note Added: 0024094
May 11, 2012 4:58 pm Remliel Note Added: 0024097
Apr 14, 2014 9:28 am Chris_McElligottPark Category Suggestion - General Idea => Suggestion - General
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - General => Suggestion