Hey all, saw that Mahler posted the above and wanted to share here in case anyone (like me) doesn’t have a twitter account.
For Classes:
- Any class that gives me access to, or can transform my wand / staff into, a Scythe.
- Battlemage / Spellsword → Devs already look to be delivering on this perfectly. Brief glimpse from pre-early access streams show such a satisfying, weighty moveset with the Staff, and the mobility of Blinking is just so good. Overall, seems to hit the perfect blend of grounded weapon combat and weaving spells. Huge kudos to everyone involved in aesthetic & mechanical decisions here.
For Skills / Spells:
- Skills / Spells that require precise timing and/or spacing to trigger a bonus.
- Spacing → a long, horizontal Scythe attack that can trigger a follow-up for pulling the enemy in, but only if the 1st part of the attack is properly spaced so that it lands at tip-range).
- Timing 1 → a sword skill where the player enters a stance with a unique parry window (e.g., Two Dragons Sword from Lies of P).
- Timing 2 → A lightning spell that must be charged within a precise time-range: if you undercharge then the resulting bolt is weaker and shoots out erratically, but if you overcharge it then the bolt backfires and damages/stuns the player.
- Skills / Spells that require some form of additional resource management → Blood magic, having an additional health cost for powerful spells, and then having spells / skills that can be used to steal back some HP if used properly.
- For Spells specifically, I’m eager to see mechanical differences that can be felt & translated to playstyle differences. Instead of the typical pattern: Fire Spells deal Heat damage with potential burning, Lightning spells deal Electric damage with potential chaining, and Frost spells deal Cold damage with potential slowing/freezing; it would be more interesting to see Fire magic as leaning towards a fast/aggressive playstyle, whereas Lightning magic could have this more methodical feeling of charging spells with precise timings. Overall, it would be great to have spell groupings that are both aesthetically and mechanically distinct.