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Feel free to have a read during the meantime until the 0.8 update.
We're already guaranteed to get all elemental spells combat spells, we already have Air and Fire, and I suspect Water and Earth will be in the upcoming 0.8.0
It's also worth noting that we don't just do "Strike/Bolt/Blast/Wave/Surge" style attacks either, they're combos of attacks that build up in power (possibly a progression sequence of the traditional attacks? Idk)
We'll probably get Enchants for sure since we do already have gems and their tooltips say for making jewelry. I doubt they will all be the same enchants as in OSRS/RS3 though. Ring of Dueling for example would be extremely useless since it's primary use is teleporting to specific PvP minigame areas (and Het's Oasis in Rs3 since Duel Arena is gone). But I'm sure they'll come up with something easy.
I'm on the fence for Elemental Orbs/Elemental staves honestly. Every attack only costs 1 rune, (or 5 for a Secondary attack). It's not hard to keep up with Elemental Runes at all, in fact runes and essence are so abundant, you have to actively TRY to expend them to actually run out, especially in mid-late game. Making staves that give infinite of their corresponding rune may actually exaggerate the overabundance of elemental runes and essence, and I'm not sure that would be good. A Law staff would be welcomed because Lodestone teleports to get expensive depending on distance, and I imagine that will only increase as the game's map expands, but even then we have so much essence just from killing creatures that we don't even have to mine it by late game. Idk, I guess we'd have to see how much expenditure we'll be doing with the new spells and skills in 0.8.0.
As for curses, I'd just honestly not want them to start adding those. Maybe Bind/Entangle at best, but Weaken, Curse, etc just feels like spell-bloat, and to use them we'd either be having to add them to our Spell wheel or swapping runes, and neither of those methods mid-combat sound fun or practical lol.
I wouldn't mind ancient magic or lunar spells, but I'm wondering how they'd fit in lore for those since in OSRS/RS3, you learn them from Mahjarrat and Lunar Freminniks. So I wonder how they'll fit in a way to learn them in Dragonwilds with neither present.
The only Teleport spell I feel needs to be added is a Lodestone Teleport spells. I'm not sure why we don't have one already since in RS3, the whole purpose of lodestones is to teleport not just between them, but TO them.
I wouldn't even care if it costed runes, just doesn't make sense we can't lol
Hi,
Thanks a lot for the really detailed feedback.
Enchanting Jewelry/trinkets is of course probable, but like you said no jewelry to teleport people around since lodestones is pretty much the main way of fast travel in Dragonwilds.
For curse spells, the ones that stun such as Bind/entangle make more sense to implement, the other curses are as you said a spell bloat, which is impractical during mid game combat.
The Elemental staves/orbs can be shelved away, since Rune Essence geysers are very abundant everywhere therefore not much to worry about rune expenditure, although it's as you said for the 0.8.0 version, we will be testing the new spells and magic skill to see how much runes are being consumed overall.
Again I really appreciate the feedback. Now the next step is waiting for next month, which we can then play test the magic skill.
So while the Magic skill from the 0.8.0 update in June was decent. It appears that there isn't a water or earth based combat spell.
Thus far we only got surge, confuse and a magic potion we can make ourselves.
Astral runes for confuse spell is a bit unusual and rather lore inaccurate, while description says astral runes are for advanced spells. Confuse spell could have been an opportunity to introduce mind runes and maybe body runes that we could have runecrafted ourselves.
Of course confuse spell is really helpful during night raid events, however the bind/entangle spell which consumes some nature runes and body runes could have been a useful stun/binding spell to add for the magic skill update.
Some runes still missing include cosmic runes and chaos runes. Although the priority should be on adding in mind runes, body runes and cosmic runes before the runes for early endgame spells like chaos, death, blood and soul runes.
I though about combination runes being added as well, but I'm not sure if that will be useful or will it lead to a rune inventory bloat.
Enchantment spells that primarily consume cosmic runes are still missing and not added ingame, although I'm hoping that will be added at the end of this year.
Overall the magic skill update of 0.8.0 for Dragonwilds is decent with various disappointments, which I hope will be addressed in the 0.9.0 update in September or the December update.
Meanwhile I invite you to note down what else was missing from the magic skill update of June, that way we can share these notes/feedback on the devs official channels and socials.
Thank you for reading and have a good summer.
I would like more crowd control for mages, snare seens like a must have spell, although that air staff attack do the job fine on that front. I just wish the game had more of a class based progression, with more races too, i miss being a healer, on that front no healing spells too, one more for the devs bucket list.
Crowd control is useful with aoe spells. Hope we can get a few more aoe spells to make crowd control helpful during night raid events. I love the confuse spell making a goblin or garou attack their own friend.
Having a snare/bind/entangle spell for stunning/binding is a much needed combat spell, especially when the confuse spell is on cooldown.
Air spell attacks with right click do a bit of crowd control already like you said.
Thank you for your input =). I like the idea for healing spells, since lunar spellbook has healing spells. The prayer skill which is coming later next year will most likely have healing prayers. Blood spells also heal, although I don't know if Mod Rook would consider adding spells from the ancient spellbook. Enchanted diamond necklaces from the enchant spell also heal and restore 30% of Lp, when our Lp drops below 20%.
Most important for me now is adding mind and body runes and possibly cosmic runes. For chaos runes and others, Mod Rook said they are still working on making said runes worthwhile crafting more of and using them frequently in some spells that are going to be used often.
Now we wait quietly for September to see what will be included asides from ranged skill and creative mode.