BluuMoon3
Terrarian
Background - This is a part of a short series of ideas where I try to give each class mechanics that are thematically fitting and mechanically deeper. Im doing this because I feel that the game's classes suffer from a lack of real mechanical diversity, leading them to recycle mechanics (Like projectile spam...) and limit their own potential for versatility. I have covered the Summoner class and the archer part of the Ranger class. This post will cover the magic system and how it could be better in the sequel game.
Concept - I know the stats for different classes are different but mechanically speaking, the Mage class is essentially a retextured Ranger class as most of its arsenal consists of projectiles. The other aspect the Mage is known for is homing, which im honestly fine with. Im not against projectiles as long as they offer some unique effect. The main problem is the over reliance on projectiles. I think this stems from there not really being a solid, common definition of magic (Aside from practices in esoteric circles, off topic). The best definition that I can come up with is "the manipulation of natural forces and the world around you". If magic was centered around that I think its horizons would greatly expand and the class would truly have its own identity. I feel like the class should also have general utilities.
In addition, the Wizard NPC could become more integral to the Mage if spells could be learned by taking discovered items (Ores, plants, boss drops, etc) to the Wizard. Spells could be selected from a scroll wheel on a staff or something like that. Spells could be learned and cast from one or a few staves instead of being confined to found items
Some possible spells I brainstormed (I wont go too far into detail as I just want to lay down a few concepts)
Concept - I know the stats for different classes are different but mechanically speaking, the Mage class is essentially a retextured Ranger class as most of its arsenal consists of projectiles. The other aspect the Mage is known for is homing, which im honestly fine with. Im not against projectiles as long as they offer some unique effect. The main problem is the over reliance on projectiles. I think this stems from there not really being a solid, common definition of magic (Aside from practices in esoteric circles, off topic). The best definition that I can come up with is "the manipulation of natural forces and the world around you". If magic was centered around that I think its horizons would greatly expand and the class would truly have its own identity. I feel like the class should also have general utilities.
In addition, the Wizard NPC could become more integral to the Mage if spells could be learned by taking discovered items (Ores, plants, boss drops, etc) to the Wizard. Spells could be selected from a scroll wheel on a staff or something like that. Spells could be learned and cast from one or a few staves instead of being confined to found items
Some possible spells I brainstormed (I wont go too far into detail as I just want to lay down a few concepts)
- A summoned shield that takes a certain amount of damage before disappearing
- Chargeable fireball that may split and ricochet on impact
- Eruption of flames from the ground or in the air around the player
- Restraining enemies with ground based jungle vines
- Restraining enemies by freezing with ice
- Healing area
- Distraction/illusion
- Earth/Rock telekinesis by holding click near earthen type blocks, animation of accumulating material (Not actual block removal) until release
- Mid-Late game local time manipulation
- Magma explosion
- Clouds or mist that inflicts chosen effects
- More blood related spells like the Blood Thorn with a new bleeding mechanic, doing damage over time and creating a weak point that amplifies damage
- Burst of light that temporarily stuns and blinds enemies
- Lightning that synergizes with enemies being wet or frozen