#More Spell Customization (Jokers & Overclocks)

18 messages · Page 1 of 1 (latest)

rough ibex
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If more spell customization is ever added, this is definitely the way to do it.
2-3 personalized upgrades to the spell that emphasize both the magic type's identity and the spell itself's identity would dramatically increase build variety. It would be way too wordy to put all in one message (and honestly I haven't thought of a whole lot of ideas right now) but I will periodically update this post with my thoughts as to what each spell's overclocks would be (as well as justification for how this preserves the core identity of the spell)

Jokers also serve as a more blanket (yet customizable) building block for spell variety. This would be very similar to weapon jokers.

timber totem
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I disagree about the jokers, I think if you keep them general enough it could be something that isn't too complicated. Keep it simple like range, damage, 10% chance to double cast, or refresh cool down when HP drops below 30%.

stray arrow
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I think general jokers including ones focusing on different elements, so general would be 10% more damage for all spells, whilst elemental would be 20% for fire/electric/acid...etc

rough ibex
timber totem
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With jokers it still allows the drops in mission that can change stats. I could be wrong, but I think it would be easier for the devs to implement spell jokers than a unique system for upgrading spells. Less coding involved, and remember this is a very small team.

rough ibex
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I mean, the overclock system would basically just be weapon jokers but there's only one joker slot and only unique jokers. I think a majority of that code could be re-used just as efficiently as it would be for adding spell jokers.

timber totem
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Ah I get what you're saying now. I still feel like the issue with it is that it's very limiting for how much you can invest into spells.

rough ibex
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I do agree there, but I think that's not an issue that can be entirely treated within spell customization itself. I think, if anything, more hero joker variety for spell builds would actually be a good solution.

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A lot of your previously stated joker ideas for spells, being general stat increases or a chance to double cast, could honestly work just as well as green/blue/purple hero jokers

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Which would also turn around and stimulate more diverse uses of jokers like west wizard, cantrip one-trick, even the mastery jokers.

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The only stat currently targeted by hero jokers is spell cooldown. The reason this is problematic, is if I want a build where I'm flinging spells around left and right, all I'll do is slap on ONE of these jokers and then take a 180 and use the rest of my joker slots on something else.

timber totem
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Which is why I'm saying spell jokers might be a better option than a single overclock. An overclock might as well just be a legendary spell joker.

rough ibex
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Although a spell joker system may work, an overclock system would provide spell-to-spell attention and variety while centralizing spell progression through existing channels. This provides similar (if not the same) benefits while simultaneously encouraging build diversity and doesn't add quite as large of an extra layer to build complexity.

timber totem
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I guess we'll have to agree to disagree on how we'd like spell upgrades to be implemented, but I think we can both agree it's something we'd want in some form.

rough ibex
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And spell overclocking doesn't necessarily have to be mutually exclusive with spell jokers. Perhaps a system where the overclock replaces stat upgrades & unique jokers while the spell jokers work as intended?

timber totem
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That could possibly be a good solution. I feel like having point buy stat upgrades for spells like weapons or characters would be a bit boring

rough ibex
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I do have a few ideas to toss around for spell jokers aswell, so I might change this suggestion to encompass both as a broader "more spell customization"

timber totem
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I think it's definitely a possibility they'll add it, I know they aren't done with magic and plan on adding more.