Citadel: Forged With Fire

Citadel: Forged With Fire

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General Combat Overhaul
Note: This is just an idea i love the combat system as it is but so many spells are either useless or just far to overshadowed by other spells. This will be a big post if it is even read at all. Thanks for taking the time to read it all.


First the general discussion before getting in details for weapons.

Most of the spells in this game are very creative such as Concentrated Storm, Ark, Sanctuary, and a few others. However many of these spells are in either need of work or perhaps should be removed simply for the fact that some spells drain way to much mana while having such little damage or are even so situational that most of them cant be used as effectively as most people want them. In this i will not only describe the weapons and spells and what they COULD do in theory but also which spells need work or which ones need to simply be removed or replaced and even ideas for spells themselves to replace or be added in. Good luck and enjoy the Rant/Feedback.

Staff: Should generally be more towards aoe buffs,heals, and damage and either 0 or very limited ranged ability's

Examples of this would be spells such as Arcane Storm, Concentrated Storm, Fire nade, Maybe Firebolt/Icebolt (for abit more versatility), Sanctuary and other related spells.

Spell ideas to either add/remove or Buff/Nerf: It would be great if there were generally more spells for party members. Healing is great but there isnt a very large demand of it because of the health potions you can make on your own especially since there is farming to cope with it to produce a steady amount over time.

Spells that could do such things are similar to Sanctuary that may reach more distance and help with damage increase/reduction, Speed, Regens and other type buffs this would aid in not only the "support" portion of the description but aid in keeping it from before too similar to the wand!

Wand: The wand is a decent weapon but is out-shined by the staff in many ways. One of which is not only damage but the fact that beam spells are generally more trouble then they are worth. The wand is meant to be mostly for single target projectile and spells so in accordance with the ideas on the staff we want to keep most of the projectile spells on it and perhaps beam as well as that helps with more consistent damage over spamming spells.

Examples of this of course will be spells towards almost if not entirely single target with a focus on high single target damage but next to 0 multy mob clear. Beams and projectiles can take down a dragon with fair ease if aimed correctly as should be the purpose of the wands more "Single Target" Style of play. Limited to All beam spells and all projectiles that exclude aoe Keeping Firebolt/Icebolt but excluding examples like fire nade. The Firebolt/Icebolt would give it a good range advantage and having to always aim the beams would make it great for aim/precision of any kind! Tho i suppose the "Stealth" portion its suppose to excel at will have to wait.

My favorite now! Gauntlets: Gauntlets are well sadly useless to me. They look and feel amazing but are so outclassed by beams being way to mana cost for the damage output and the shear damage numbers on the melee that there are so many better options in general. The gauntlets just don't feel right with the current spells and what options there are. Beams while they can work feel abit weird and because they are in front of your face makes it abit harder to cast lightning strike without going blind or being unable to see where your gonna throw it at night.

The idea for this is that gauntlets either 1. Need to be removed 2. Be changed in a different direction.

With this in mind the best thing that comes to mind is aoe and dot damage. This is because of the fact that aoe should be mostly staff based but precision with gauntlets in this setup would be awkward as the wand covers that so the best case we could hope for would be similar to the burn damage dot from the fire essence. This would be poison/fire damage based as well as healing overtime for you or allies. As they do have melee spells they are most definitely outclassed by the actual bladed/blunt ones as they do far less damage and are more easy to break if you mix in any actual punchs (which is already abit weird since you have magic to just casually punch a dragon or ghost lol). This should keep it generally feeling like its own weapon since it (in my opinion) is far cooler to see then with a sword or mace.

Last but not least Melee Weapons: These are honestly mostly fine in my opinion as they are already based on anything getting close enough to get whacked ways to not only pull but to also dash at targets to close any distance. while it doesnt have range that seems more then fair as your magic should be entirely based on you and what you can get close (even if dragon fights are those "Ugh here we go again") and would make having a wand as a back up that much more useful!

Spells" As is for melee fine HOWEVER. I do believe that as they are entirely close range combatants that should have more buffs for speed and other methods to not only make themselves tankier but to also allow healing spells to have more effect on themselves so they can still solo caves but are also vaild tanks! (without the need to just let things wack them while others do the work). This would keep them on their toes while being the most basic but easier role but also help keep them away from the poor gauntlets trying their hardest to match papa maces damage and aoe spells.

Now all this was a Mouthful and all i have let to say is to be more then free to give me feedback as well on these ideas and if you agree/disagree that not only does their need to be change (even if im wrong on some things ;w;) to make weapons independent from each other but give a breath of life to each so we can have different play-styles that not only make being solo fun but actually make having partys feel more natural as a option (Tho not required for any weapon!) So you can fight for longer or even make one meathead of a arcane warrior go diving in to beat things to a pulp as the most buffed up mage you can for laughs.

ALSO PLEASE FOR THE LOVE OF THE HOLY SPELL MOTHERS FIX BEAM SPELLS. They are not that good of damage for the mana cost, as i not only outdamage them with projectiles but it is far more mana saving to use literally any of the other spells. Such as 20-30 per Firebolt at 400-600 damage but takes 200-300 mana to cast Flamethrower to do roughly the same amount of damage (excluding the after burn damage).

Thanks for reading and i hope we can actually get somewhere with this game as its way to much fun to just let it go to waste.