Darker Magic


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Although this is an interesting idea, I think that it will only catch on if you can delve a little more into specifics - this is too brad a sweep to catch on. you need to catch the imagination a bit with examples, so people have a starting point. eg:

 

 

Teir: Cauldron

feebleness: infect any target with -50% health, -60% movement speed

cost: 2 monster meat, 1 nightmare fuel

 

Teir: Arcane Polynomicon (aka The Black Book)

Summon -summon familiars (pets/followers) to assist you

-Werewabbit - will fight anything in the area until death, in this order: enemy/follower/player

Cost: 1 nightmare fuel, 4 bunnypuff, 2 houndstooth

-Flying Firey Death Beast: Will fly in, breathing hugely destructive AoE blue flaming fire at the Summoned Area. 3 Second delay from Summoning to the beast's Appearance. Anything in the AoE will catch alight and take damage of 300+50 per second for 10 seconds. (This makes a total of 800 damage or more over a large area... Or something make the values bigger IDK - I don't even know how much health a hound or a deerclops has!) Being near other burning objects refreshes this DoT effect.

Cost: 1 deerclops eye, 10 Bat wings, 2 nightmare fuel, 10 gunpowder

 

Wow I wish I could mod.

Cost: another 2 months of my life.

 

I'm so going to build this mod. One of these years.

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Although this is an interesting idea, I think that it will only catch on if you can delve a little more into specifics - this is too brad a sweep to catch on. you need to catch the imagination a bit with examples, so people have a starting point. eg:

 

 

Teir: Cauldron

feebleness: infect any target with -50% health, -60% movement speed

cost: 2 monster meat, 1 nightmare fuel

 

Teir: Arcane Polynomicon (aka The Black Book)

Summon -summon familiars (pets/followers) to assist you

-Werewabbit - will fight anything in the area until death, in this order: enemy/follower/player

Cost: 1 nightmare fuel, 4 bunnypuff, 2 houndstooth

-Flying Firey Death Beast: Will fly in, breathing hugely destructive AoE blue flaming fire at the Summoned Area. 3 Second delay from Summoning to the beast's Appearance. Anything in the AoE will catch alight and take damage of 300+50 per second for 10 seconds. (This makes a total of 800 damage or more over a large area... Or something make the values bigger IDK - I don't even know how much health a hound or a deerclops has!) Being near other burning objects refreshes this DoT effect.

Cost: 1 deerclops eye, 10 Bat wings, 2 nightmare fuel, 10 gunpowder

 

Wow I wish I could mod.

Cost: another 2 months of my life.

 

I'm so going to build this mod. One of these years.

I actually really like the sound of those ideas :D

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Check out our mod project, over 50+ new spells added in, along with new characters, monsters, dungeons etc

 

Cool, thanks. I'm glad you like it, you're welcome to use them... along with a mention/credit would be nice - I didn't realise Heroes was yours, I was thinking of having a look at it.

 

My main thought with DarkerMagic, is it should always be a 2 sided coin, mostly to keep it balanced, eg lifegiving/hungerstealing amulet - or nightmare sword. Stuff that grants you a bonus but grants a debuff as well. - You don't expect freebies when you're doing Deals with the Devil - which is what all magic is. Much like balance is created in MOBA games, squishy high damage Vs tanky high cc but low damage, etc etc.

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Cool, thanks. I'm glad you like it, you're welcome to use them... along with a mention/credit would be nice - I didn't realise Heroes was yours, I was thinking of having a look at it.

 

My main thought with DarkerMagic, is it should always be a 2 sided coin, mostly to keep it balanced, eg lifegiving/hungerstealing amulet - or nightmare sword. Stuff that grants you a bonus but grants a debuff as well. - You don't expect freebies when you're doing Deals with the Devil - which is what all magic is. Much like balance is created in MOBA games, squishy high damage Vs tanky high cc but low damage, etc etc.

I did not say we would be borrowing any ideas :p

 

We have had a spell system in place for a while now, several of the spells are similar to what you proposed. 

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I did not say we would be borrowing any ideas :razz:

 

We have had a spell system in place for a while now, several of the spells are similar to what you proposed. 

 

..and I didn't say that you had to, just that you could.

 

Yeah, I would imagine that you would have them already if you are the DOTC fans I think you may just be. Probably the first things you thought of, too (after Drizzt Armour, I guess).

 

anyway, If I ever tire of Vanilla, I'll come and have a look at HITD. I don't normally like RPG/Magic heavy stuff though. That's just my personal taste and bias.

 

I'll let you get back to your modding!

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I do like the idea of there being more magic, especially those delving into darker aspects involving morbid matters. However, I find witchcraft, witches and potions to be too known and excessively used to be implemented in Don't Starve effectively; Don't Starve is all about the lesser known and the inane, and witches seems unfitting.

 

I will say that, in the few times when I thought about an expansion on the Magic tab, I thought that the additions should be more focused on items and tools that disperse damage over an area of effect, such as something that causes damage in a rough circle around a player, and/or hone and refine the damage an enemy/friend deals or recieves, like a sort of debuff.

 

If this idea was added with the creation of DST, then the items inside of the addition could be different; perhaps they could be items or tools that target a specific person or group of people that you're playing with.

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