I’m a bit confused now. So if I understand correctly you want the Spellblade even to be more dedicated to swords?
I thought it was the other way round from the first few posts…
I’m a bit confused now. So if I understand correctly you want the Spellblade even to be more dedicated to swords?
I thought it was the other way round from the first few posts…
Rules of Logic? but this is a fantasy game and magic by its nature suspends a strict adherence to logic laws of any kind… Sure there needs to be some basic logic behind the base class ideas like Mages, Rogues, Sentinels, Primalists etc but fantasy allows logic to take a back seat in favour of creativity for the master classes and how they could potentially build / evolve…
For example:
A Void caster build in LE right now is a Sentinel based Sorceror who does all damage from Spells - and it is VERY VERY powerful… I find it a great class/build but it doesnt really seem logical for a melee character to be doing massive spell damage…
Delusional is a very strong word in English so I am assuming that the translation has made this mistake… Your suggestions like a Necromancer Rogue sound really good… it doesnt sound delusional to me… it sounds interesting and even pretty close to the idea of the Rogue Shadows… What are shadows? Ghosts? Pretty close to Necromancers ideas of spectres/undead wraiths…
I think that you are taking the “Blade” part of “SpellBlade” too seriously… Sure the design theme centres around the concept of using a Sword but it doesnt need to - the concept of a Spellblade to me still works fine even if the build doesnt use a sword or even dual wield swords… In fact, I’l like it if a Spellblade could dual wield the +# Lightning hammers but the devs decided they didnt want to allow that…
I think that there is definitely an issue around how the developers have restricted Spellblades… and after playing all three elemental versions for hundreds of hours I personally think its frustrating that they have the restrictions around spells / triggers etc in space… BUT I believe that Spellblades would be OP if the restrictions were not in place… Doing the levels of melee damage they already do and adding more powerful spell/triggers/modifiers etc would likely break things…
The developers read everything on this forum… They dont always reply… but they DEFINITELY read it all… and they DO consider everyones suggestions and use the feedback to gauge how their changes are impacting the players… and they DO make changes IF they decide that they are needed…
Depends whether it’s a hard magic or soft magic system. Hard magic would be rules-based (if a caster does X they get Y, if Z has been said to be impossible, it can’t happen, the rules don’t always need to be made known to the reader/user, but they exist), while soft magic would be whatever the writers/etc thinks is awesome & rules/logic/suspension of disbelief be damned!
Wheel of Time would be an example of a hard magic system. It has rules on what the channellers can & can’t do, even if they don’t necessarily know what the rules are & think that stuff is impossible when it’s not (like healing stilling). Star Trek (plus Dr Who in the most recent few series & Star Wars after the original films when they branched out into the expanded universe books) would be an example of soft sci-fi where the writers are quite happy to just make #### up to get the crew out of a situation with bonus points if it involves needless technobabble.
So no, just because something is fantasy doesn’t mean that logic & rules can’t or shouldn’t be applied.
Yes… never said there isnt a place for logic… but fantasy allows the POSSIBILITY of bypassing logic in some way…
By its very nature, fantasy of any kind does not have to confirm to the logical & known laws of the real or imaginary created world… based in magic or simply undiscovered or unknown science…
Magic systems with hard or soft rules makes no difference imho… You could go absurd Terry Pratchet, traditional Tolkien or Dan Simmons and Asimov… You could even MAKE UP the rules and logic in a fantasy world be it magical or sci fi… If it fits, then it works… its fantasy, its make believe…
You said that "magic by its nature suspends a strict adherence to logic laws of any kind… ". To me that means that you believe that through magic the writers of fiction can do whatever they want “'cause magic”. Which doesn’t have to be the case, is all I’m saying.
It seems to me that the very fact of the existence of classes in LE is an important point here.
There are many games with a classless system that allows you to erase boundaries, rules and logic as much as possible.
But the developers started with a class system, this already suggests that they have action logic and boundaries.
The fact that the Druid comes from the class “close to nature”, the Lich and the necromat from the adept of black magic, and the paladin from the guard, also speaks of the presence of logic and boundaries.
For example, a Druid, not a magician, turns into beasts. This is an example of classical logic. And Sork and SpellBlade come from a magician.
Although it is permissible for a magician to transform into magical entities (not related to nature), or into other mystical entities. And this is also consistent with the logic.
And the fact that the original classes have an extension of this logic due to subclasses does not violate the general logic that the developers adhere to.
The fact is that I believe that SpellBlade should use swords of his choice (and not only those that are specially created for him, like Crystals or some unique ones).
And at the expense of their own skills, to increase their effectiveness.
That is, take Crystal Blade for example. In my opinion, it should not be (or at least not with such efficiency), but there should be an ability (passive) of SpellBlade himself, which gives such a boost for swords.
I have already cited above as an example, for example, passives for strengthening a spell. For example, make it like now +20 to spell damage (with any weapon). If a sword is used, it is increased by + N.
Or the same thing with a passive for damage over time. Base bonus, + bonus if using a sword.
(I gave only examples, I’m not saying what needs to be done specifically like this)
I don’t mind that players can use something else if they want it, even with staves, even scepitres, even with axes, it’s a matter of their imagination.
But the very role of SpellBlade should be brighter, and the possibilities for swords expanded.
I think we are confusing logic and rulesets…
Logic to me is defined by the ruleset… which is created by the developers to govern their creation and everything within it. The ruleset is entirely made up and becomes the basis for any logical interpretation intended by the developer/designer…
Traditional Rulesets - like DnD etc - might form the basis for the LE ruleset, but I do not ASSUME that they apply exactly to LE so I do not ASSUME that LE wants me to think of a Class in the traditional interpretation like a NWN or BG or anything else…
If the LE ruleset defines Druids as the shapechangers with a nature theme, then logic dictates that Druid classes transform physically into other forms of a natural shape. I would then find it illogical based on this rule for a Rogue to be able to transform into a Rat…
Take spellblade right now… Its illogical that a Spellblade cannot hold a 1h hammer in its off hand… why not? Is the hammer too heavy? But a spellblade can hold a 2h sword? Does it cause him harm? Will he drop it on his toe? The ruleset for Spellblade determines that a Spellblade cannot hold a 1h hammer in the offhand… So for me it then becomes a logical explaination based on the ruleset the developers have designed…
I think we have long since left the thread & my original “devils advocate” questions to you…
My general summary is that you have very useful suggestions & ideas - and I agree with a lot of them - however, I think that you are too “distracted” by the traditional views on rpg classes and are struggling to see that it isnt that important (imho) vs improving the deficits of the Spellblade class within the ruleset that the devs have created for it…
Communicating with you and others on this topic, I realized another problem.
You see SpellBlade as an independent class that essentially has nothing to do with a mage or Sork (except that they have elemental damage).
Because magician and Sork are spells, and SpellBlade is a melee element. In fact, for you he is a warrior who, apart from the barrier and the warp, should not use anything from the magician.
Take a look at the Paladin for example, who can use almost all of Sentinel’s skills and many of the Void Knight’s skills (and vice versa). Because there is no contradiction between Sentinel and its subclasses, they are all warriors. The difference in damage is corrected by conversion.
That is, we see a high level of interaction, and hence diversity in the possible gameplay and builds. We see a similar thing in Primalist, where many skills from adjacent classes are combined.
The problem of SpellBlade, as in the perception of his essence (for someone he is a warrior, for someone a magician). And also that they have a different base of damage, spell and melee, which is difficult to combine, it is not enough just to use conversion.
Yeah, that needs to be changed/fixed.
What you describe also holds true for Rogue (Bladedancer/Marksman) and Acolyte (Lich/Necromancer)
This is mainly due to all 3 of them, missing the 3rd mastery, which will most likely create a better overlap between masteries, because all 6 of the current masteries of those 3 classes are on very opposite sides of a spectrum (Spells VS Melee; Melee VS Bow; Spells VS Minions).
For Acolyte it’s the least severe currently, but for Rogue and Mage it is.
I think Mage and Rogue will make a lot more sense with the 3rd mastery and it will tremendously increase build variety with some mix and match builds using multiple different things.
This will of course add more diversity and more different assemblies, but it won’t solve the problem I’m talking about.
For example, I (and I know that I’m not the only one), like the fact that the developers left the mechanics for using spells.
The question is how to improve this system so that it organically connects these classes, for those who want it.
And you don’t need to tell me that there is Sork for spells, they are different things.
It seems like you want to make the Spellblade more caster-like
Just because the Spellblade does not use skills with a “spell tag” in a lot of builds, doesn’t make him less “spellcaster-like”.
I mean he literally can shoot giant waves of fire/lightning or summon frosty icicles while fighting his foes with melee weapons.
If that’s not, what you would like this class to be, that’s fine, but calling that a “problem” is pretty drastic.
The direction the LE devs seem to go with Spellblade is a melee orientated, Elemental enhancing fighter, that can proc/trigger a lot of stuff will using melee attacks.
There are also builds that can actually utilize manually casted spell, so there is definitely the option for that.
Again, I think a lot of your concerns will get impacted, with the Rune Master. We will most likely also see more of those melee/spell hybrid Uniques like Battlemage’s Endeavour
I get your point but Pc games, coded games, only allow so much freedom so I alway takes what fits my taste best or mirrors the playstyle i want :).
The game is in Beta. That means it’s not complete. Did you miss that? Why are you expecting “full-fledged” anything?
What lore? There is effectively zero lore for any class in this game. You get an extraordinarily brief intro for your base class and about two sentences of dialog from the shade you talk to when choosing your Mastery. That isn’t lore. It’s an elevator pitch.
It does. You just don’t like what it is. That is absolutely not the same as it not being there.
If you want to equip a sword and role-play in an action RPG, then equip a sword. Like, is your complaint really “YOU GUYS IT’S CALLED A SPELL BLADE NOT A SPELL STAFF”? Come on.
Most people read a class name and two sentences and go “Neat!” or “No thanks!”. Somehow you decided instead to write a Lord of the Rings worth of canon about Spell Blades in your head and then get weird about nobody else sharing that vision on the forums. Your argument is utterly inane.
I’m really happy about the unique Spellblade staff because I personally like the theme of a staff wielding magic warrior. I like martial arts combat style in films and games and that staff adds it for me, at least a bit.
I would not be so nitpicking on phrases like “Spellblade” has “blade” and thus may only use blades weapons. O like exceptions like the S&B Rogue.
Also theres “man” in Necromancer", but nobody is complaining about it being not fitting to a female character (hopefully I’m not opening pandora box uere).
There’s not that much lore in LE, at least not so much that we have lore based restrictions that affect the gameplay.
Everything the devs do is for creating gameplay related stuff. If the lore then doesn’t fit, it gets altered. In 90% of the cases it’s not the other way round.
That is a very good observation… I agree… I definitely see each mastery class as an independant class… To me they dont even need to be categorised into a base class (mage.rogue.sentinel) once they are mastered… Its almost as if the class is transformed for me into something new like a child born of different parents but independant in its own right.
I did not miss this, but we do not have the opportunity to communicate (two-way) with the developers and we do not know what they think and plan, so all we can do is to unilaterally express our thoughts and wishes.
I’m not going to convince anyone of anything. If SpellBlade is a Warrior for you, so be it. Consider him even a barbarian or a murderer, your right.
I just expressed my thoughts and wishes to the developers, if they find it useless, so be it. If it helps them in any way, I will be glad.
This is the peculiarity of a UNIQUE weapon.
It has special properties, or even skills, so they cannot be regarded as a standard tool.
Incidentally, I also like this weapon.
That’s not true, the devs are active on Discord & they do sometimes post here as well. Plus some evil Gatekeepers who seek to suppress all dissent and wrongthink cough the Community Testers do have a closer relationship with the devs, Mike streams on Twitch every Friday and he answers a lot of questions. The streams would probably be harder to understand if you’re not fluent at English though, so Discord might be a good place to start.