I think they would make the game a lot more fun. The more unique the effect, the better.
Magicka 1 had a lot of really cool items and viable builds. I think it would be beneficial to its successor if it didn't lag behind it in this sense. I imagine 2 is intended to be a new game and ideally, an improvement from the first. With the spirit of making a better game, or at least one as good in mind, I think it would be prudent to give players what they want in a style that befits the franchise. And correct me if I'm wrong, but I think magicka 1 had a lot more unique spells along the lines of summons and what not, special elemental combinations that created special effects like the ones in our focus bar. Very often developers assume by cutting spells out of products that made the first one popular, they are streamlining and improving the game. They sell it to the players with the idea they are the product is less clunky, when in fact it is just less the product. Magicka 2 is less of a product than the first magicka. No offense intended, of course, this is why the feedback forum exists. What made Magicka great was the countless options and cool spells. Add more. That variety and no holds bar system is the life blood of this game. I'll create a list of spells I think might be nifty in another post. Without further delay, my suggestions:
More Summons:
Minions are fun. Really fun. Elementals were pretty cool too. As far as I know, there is only one summoned minion in the entire game. This is Magicka 2, I don't see any reason there shouldn't be more minion variety. Every mage loves minions.
Melee Oriented Play:
Perhaps I'm experienced, but melee just doesn't feel viable. I don't even know why I carry a sword of any kind. As everything and anything gets kited. There needs to be more personal self buffs (like a high regeneration spell you can set and forget) and mitigation spells so this sword toting wizard can do some serious damage up close. Which brings me to my next suggestion:
More and Better weapons:
I feel like the weapons in this game was incomplete. Most do low or medium damage, and only a few do high damage. A few in particular mix elemental damage. I think there should be weapons that do high damage of more than one type of damage, or at least weapons that do high damage in one element. There's virtually no variety end game gear. Different objects, sure, but it's all physical.
More Staves, with unique passives and actives:
Boosting damage is cool, but it's painfully painfully linear in terms of play. And hell, you can only get huge damage bonuses out of some staffs. If it doesn't have a massive or incredible damage bonus in the flavor text, it isn't worth using. No staffs give huge bonuses to life or lightning as far as I'm aware, making the only decent elements for continuing content fire, death, and ice. I think this was a pretty big oversight. The game has eight elements. Nod to the jester's staff, which boosts shield spells. But even with more staffs offering a greater variety of boosts and setbacks, unique passives and active staff abilities was cool. In Magicka 2, we shouldn't remove the things players really loved about magicka 1.
Magicka 1 had a lot of really cool items and viable builds. I think it would be beneficial to its successor if it didn't lag behind it in this sense. I imagine 2 is intended to be a new game and ideally, an improvement from the first. With the spirit of making a better game, or at least one as good in mind, I think it would be prudent to give players what they want in a style that befits the franchise. And correct me if I'm wrong, but I think magicka 1 had a lot more unique spells along the lines of summons and what not, special elemental combinations that created special effects like the ones in our focus bar. Very often developers assume by cutting spells out of products that made the first one popular, they are streamlining and improving the game. They sell it to the players with the idea they are the product is less clunky, when in fact it is just less the product. Magicka 2 is less of a product than the first magicka. No offense intended, of course, this is why the feedback forum exists. What made Magicka great was the countless options and cool spells. Add more. That variety and no holds bar system is the life blood of this game. I'll create a list of spells I think might be nifty in another post. Without further delay, my suggestions:
More Summons:
Minions are fun. Really fun. Elementals were pretty cool too. As far as I know, there is only one summoned minion in the entire game. This is Magicka 2, I don't see any reason there shouldn't be more minion variety. Every mage loves minions.
Melee Oriented Play:
Perhaps I'm experienced, but melee just doesn't feel viable. I don't even know why I carry a sword of any kind. As everything and anything gets kited. There needs to be more personal self buffs (like a high regeneration spell you can set and forget) and mitigation spells so this sword toting wizard can do some serious damage up close. Which brings me to my next suggestion:
More and Better weapons:
I feel like the weapons in this game was incomplete. Most do low or medium damage, and only a few do high damage. A few in particular mix elemental damage. I think there should be weapons that do high damage of more than one type of damage, or at least weapons that do high damage in one element. There's virtually no variety end game gear. Different objects, sure, but it's all physical.
More Staves, with unique passives and actives:
Boosting damage is cool, but it's painfully painfully linear in terms of play. And hell, you can only get huge damage bonuses out of some staffs. If it doesn't have a massive or incredible damage bonus in the flavor text, it isn't worth using. No staffs give huge bonuses to life or lightning as far as I'm aware, making the only decent elements for continuing content fire, death, and ice. I think this was a pretty big oversight. The game has eight elements. Nod to the jester's staff, which boosts shield spells. But even with more staffs offering a greater variety of boosts and setbacks, unique passives and active staff abilities was cool. In Magicka 2, we shouldn't remove the things players really loved about magicka 1.
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