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Argotha

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I wish people would stop comparing this to wizard wars like that's a bad thing. WW did like EVERYTHING right as far as the core gameplay goes.

Magicka 2 has a bunch of flaws in that regard. Ward strength combined with earth ward not doing what it's supposed to do are, perhaps, the largest issues with this game as far as feeling underpowered. For pc, not having a halt key nearly trashes the whole experience.
 
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Ferrinus

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I've been extremely busy for the past couple of weeks but I finally got to start playing through this with the same friend I co-opped through Magicka 1 with.

This game feels really unpolished. There are so many things in the environment that you'd expect to react to spells that just don't. A lot of spells feel kind of floaty and weightless even if they hit for a lot of damage. There are interesting, quirky spell interactions whose governing code isn't discriminating enough about and which therefore end up feeling stupid (for instance, spraying water at an AE lightning storm electrocutes you - cool! But it turns out that throwing a DQ waterball from across the screen at an AE lightning storm also electrocutes you, since the game is just checking to see if you're spraying water at lightning, not to see if the water is connecting you to the lightning).

A lot of enemies knock you back. Like, a LOT of enemies knock you back, constantly. There are fights that just have you getting punted from one side of the screen to the other. There doesn't seem to be any way to stop this besides not being there in the first place. What's worse, while you're airborne, and even while you're lying on the ground, you have no control over your spell queue.

You still can't rebind the damn controls! EDIT: Apparently you can, but you have to do it by manually editing an .ini file somewhere. Spectacular.

Like, it's still fun. I'm glad to be playing through it. But it just feels like they didn't care quiiiiiite as much this time around, and that hurts.
 
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Ferrinus

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You seem to have quad posted there! But no, I was arguing with you about wards before either of us even played the game. Both of us had only played the sneak peek (i.e. the game's prologue and a single arena).

I think wards are fine, although to reiterate it'd be nice if single element wards could block a status as well as shaving off ~25% damage. It actually seems like most enemies, even big bosses, can be negated by a regular old earth ward - I haven't run into loads of unmanageable split damage as yet. Wards aren't really a problem with the game, though - polish is.
 

Rick James

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There is little to no reason to use mines in this game. They take way more effort to get them to hit than they are worth. I think mines should go back to the way that they were (close range but bursty). This would give mines an actual niche rather than having them be nearly useless. You risk being very close to the enemy but you are rewarded by high damage. You could risk not warding the mine damage but be rewarded by high damage and being safer after the cast. Also, taking damage from trying to clear your storms is obnoxious. As previously mentioned in another thread, unlocks only applying to the host makes absolutely no sense. So I spend an hour working with my friend to try to beat these challenges and only he is rewarded for it...? What is the logic behind that? All of the advertising and even dialogue in the game encourages playing "with up to four friends", but in actuality you benefit far more from just playing by yourself.
 

-skimmer-

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...As previously mentioned in another thread, unlocks only applying to the host makes absolutely no sense. So I spend an hour working with my friend to try to beat these challenges and only he is rewarded for it...? What is the logic behind that? All of the advertising and even dialogue in the game encourages playing "with up to four friends", but in actuality you benefit far more from just playing by yourself.

Sounds like a bug. I got most of my unlocks by joining other people games and I obviously wasnt hosting.
 
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Skullbeco

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I know it's silly to "revive" this topic, but I'm glad that single water in combination spells has no knockback. Just like in Magicka 1, I can do a knockdown with wet effect, without pushing them out of range.

I do agree that rock and ice armor should at least prevent flinching from physical attacks though.
 

Skullbeco

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Throw a DQQQQ at someone and get back to me.

Your initial post said DQXXX, as if you expected a single Q to also have knockback. I just tested, multiple Q's does have knockback (against goblins) but it only knocks them to the edge of the water graphic.

And a sidenote, why does using fire on yourself to remove chill cause damage? I know that AoE shield somehow nullifies things, but still.
 

Van Silke

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And a sidenote, why does using fire on yourself to remove chill cause damage? I know that AoE shield somehow nullifies things, but still.
Because the first thing the game registers is that you're dealing fire damage to yourself and only then checks if you vere chilled. That or it's simply the fact that you're trying to set yourself on fire and fire usually hurts even vhen in cold mood.

My favourite vater spell (from M1) is DSQQQ. It's knockback is hilarious.
 

Argotha

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Fair enough. I did say DQXXX. I meant that it didn't matter how much water you put in it; it didn't push.

Also, I meant for you to push a player with it.

Lasly, as Van hinted at, what we have here is utterly pathetic compared to Magicka 1. Was it ridiculously too strong in M1? Eh, probably. Did it have to be nerfed THAT hard? I'd say no.
 

Van Silke

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You mean EDSQQQ or DSQQQ? Because I used to murder ancient things vith the latter....and never used the shield variation, because it has 6 elements.
 

Stormross

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1. Arrows interrupt rock charging, EVEN with a MAXED earth ward,. (seriously WTF!?)

2. Earth wards do not absorb nearly enough damage.

3. Earth wards don't prevent knockback. At all.

4. !EX does not prevent it's respective status effect. For instance, a single fire ward will not prevent burn.

5. Weapon animation doesn't have a backhand swing.

6. Storm collision does not match the model

7. Keybindings aren't customizable

8. No halt key. (this is fine with a controller, but sucks with a mouse/keyboard setup)

9. The S in EDSXX is invisible for nearly its full duration, as well as the W in EDWXX.

10. DQXXX does not push. AT ALL.

11. In online play, it would be nice if each player had his own, personal camera, instead of sharing one camera that fits everyone in. This works fine for several people on one console, but it would be a nice addition for online.

12. "Teleport on Kill" triggers when you destroy your own wall or storm by overwriting it.

13. Forward-cast lightning has way too little arc radius. Self-cast lightning is awesome; bring forward-cast in line.

14. Wards need twice as power as they currently have. A single ward should grant protection from a status effect and 50% damage reduction MINIMUM. With five element slots, full immunity from a single ward is preferable.

15. There is no indication of how charged a rock is, and the indication when it is fully charged is too subtle, imo.

16. Mines don't damage you from the range at which you cast them.

17. Goblins are way too durable.

18. Summoning magicks vs casting via number keys isn't consistent. If I cast push by QE+space, there is a before I can QE+space again. However, I can follow QE+space with simply using the hotkey to bypass said cooldown. However, however, I can't do the reverse - I cannot hit 1, and then cast via QE+space before the cooldown. Basically, ACTUALLY remove the cooldown when casting magicks via elements.

19. All storms are exactly the same. EF = EFFFF, EAS = EAASS = EASSS = EAAAS.

Can i help you with this list :D