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Needed Spell Tweaks

The magic system is... better than it was at launch, but it still needs a lot of love to be able to stand shoulder to shoulder with melee and ranged builds. Here's a non-exhaustive list of enchantment-specific changes that would go a long way towards that goal.

Blastminer's Trap: projectiles should fly straight (or the mines simply appear where you're looking, out to a certain radius), and increase the blast and triggering radius.

Hermetic Flame, Oberon's Bounty, and Shockwave: All three of these need to be changed to "activate for a set time" powers like Arborist's Shield and Life Drain rather than "Slowly charge up for an insultingly small number of swings" powers like they currently are.

Immolation:
Needs to be able crit. Charged projectiles should also fly as fast as the basic projectiles. Also, only a fully charged shot should have demolition force to it; a basic little fireball shouldn't be blowing out pickaxe-only walls.

Illumination: Should create a ball of light that automatically follows you (as a part of your character, not as a separate entity). Barring that, re-casting the spell should just make a new ball of light. The "reposition" pathfinding is rather terrible as is.

Track Legend/Offering: Sparks could stand to be a little bigger to make them less annoying to follow when they decide to zigzag through swamps and tall grass.

Category Tags UI/UX, Controls, Combat, Tools/Gear
Mode Online
Sentiment Feature Request
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