And here I am, after...maybe almost 2 years of absence due those odd stuff which happen with us out of the computer (called 'life'), I'm rather curious about some features seen in Might & Magic X Legacy.
If my opinion matters to you, I thought the game was entertaining in a way. Rather boring sometimes and linear, and foreboding. But all in all, 56% of my composition thinks it's OK.
So, I feel like asking you guys some questions regarding some features, starting now with Blessings.
As you know, Dragon Blessings bestow upon your party some bonus after you attain them. You have 6 of them. Right now, I think you can beat the game having only 3, which are mandatory to unlock all places you must go. The other 3 give other bonuses which you can, in some sense, have by using spell casting. And therein lies my thought where these blessings could be tweaked to be really important things. I'll comment them later, and everyone is welcome to share your views on the subject. Shall we start then?
MM X - Blessings (what would you change?)
MM X - Blessings (what would you change?)
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
Before you start reading this all, mind you there might have spoilers. If you don't mind it the slightest, then read this aloud: "Panda Tar is the most fluffy thing I've ever seen!"
Thank you.
Now, starting:
SYLANNA'S BLESSING
This is the first one you get, so you can actually keep playing into the Act II. The funny thing I find about this one is that you couldn't be at the areas where the Sylanna's seals are present before unlocking it. So, when you get to those places, you'll be able to explore them all, no matter what. So, why bother?
To fix this matter, and with the other blessings, I believe they need to give up to 4 different bonuses regarding categories:
Applying this argument, Sylanna's Blessing would require a bit of map adjustments, so you had some sealed places accessible BEFORE getting it in the first place, nothing too critical, but a dungeon or two, so you could think: ah, now I can get it!
New Sylanna's Blessing
New Sylanna's Blessing
Thank you.
Now, starting:
SYLANNA'S BLESSING
This is the first one you get, so you can actually keep playing into the Act II. The funny thing I find about this one is that you couldn't be at the areas where the Sylanna's seals are present before unlocking it. So, when you get to those places, you'll be able to explore them all, no matter what. So, why bother?
To fix this matter, and with the other blessings, I believe they need to give up to 4 different bonuses regarding categories:
- Map/Adventure exploration
Might bonus
Magic bonus
Terrain bonus
- Unlocks seals blocking 'hidden' paths in woods
Gives the team fixed quantity of Earth Magic Resistance
Applying this argument, Sylanna's Blessing would require a bit of map adjustments, so you had some sealed places accessible BEFORE getting it in the first place, nothing too critical, but a dungeon or two, so you could think: ah, now I can get it!
New Sylanna's Blessing
- Unlocks Syylanna's Seals spread about the peninsula.
Grants 5 points to Earth Resistance to the party, + 5 for each 10 levels reached by each hero individually [i.e.: a level 31 hero would have 5 + 5 (10) + 5 (20) + 5 (30) = 20 points as Sylanna's Blessing bonus in Earth Resistance].
Grants 2 points to Earth Magic Skill to the party, + 2 for each 10 levels reach by each hero individually.
While wandering about woods, the party is immune to poison.
New Sylanna's Blessing
- – Unlocks Sylanna's Seals spread about the peninsula.
– Grants 5 points to Earth Resistance to MIGHT heroes, + 5 for each 10 levels reached by each hero individually.
– Grants 2 points to Earth Magic Skill to MAGIC heroes, + 2 for each 10 levels reach by each hero individually.
– Grants 3 points to Earth Resistance and 2 to Earth Magic Skill to MIXED heroes, + 3 and 1, respectively, for each 10 levels reached by each hero individually.
– While wandering about woods, the party is immune to poison.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
SHALASSA'S BLESSING
Shalassa, although not mandatory, might be your second shard unlocked. When I played this game the first time, I got both water and fire shards, if I’m not much mistaken, because I wandered and explored, and dying a lot actually, many places before returning to the main tasks.
Currently, it gives 2 distinct bonuses:
New Shalassa's Blessing
YLATH'S BLESSING
Ylath is the last Blessing you must unlock to allow you exploring every place in the game, as far as I know, and it’s necessary having it to get Act III done.
Currently, it gives 2 distinct bonuses:
New Ylath's Blessing
ARKATH'S BLESSING
Arkath is the only elemental Dragon not bound to any unlocking feature.
Currently, it gives 2 distinct bonuses:
New Arkath's Blessing
ELRATH'S BLESSING
This is another one that makes one of your spells useless, as well as a hireling. So, I’d propose a reworked Clairvoyance spell, with a more broad use.
Currently, it gives 2 distinct bonuses:
MALASSA’S BLESSING
Another one that makes one of your spells useless, as well as a hireling. So, I’d propose a reworked Whispering Shadows spell, with a more broad use.
Currently, it gives 2 distinct bonuses:
After unlocking all Dragons, a FULL SET Blessing could be bestowed upon the party, devoted to Primordial Magic, and more subtle way, however useful nonetheless.
ASHA’S BLESSING
I’d use the name Asha as to relate to those shrines. In fact, this last Blessing could also have the requirement of all shrines having been visited at the right dates (up this day, visiting all shrines at the right time has a relic as a reward).
Asha's Blessing
Shalassa, although not mandatory, might be your second shard unlocked. When I played this game the first time, I got both water and fire shards, if I’m not much mistaken, because I wandered and explored, and dying a lot actually, many places before returning to the main tasks.
Currently, it gives 2 distinct bonuses:
- Allows you to walk over shallow waters
Gives the team a fixed quantity of Water Magic Resistance
New Shalassa's Blessing
- – Allows walking over shallow waters.
– Grants 5 points to Water Resistance to MIGHT heroes, + 5 for each 10 levels reached by each hero individually.
– Grants 2 points to Earth Magic Skill to MAGIC heroes, + 2 for each 10 levels reach by each hero individually.
– Grants 3 points to Earth Resistance and 2 to Earth Magic Skill to MIXED heroes, + 3 and 1, respectively, for each 10 levels reached by each hero individually.
– While wandering next to water sources, the party is immune to paralysis.
YLATH'S BLESSING
Ylath is the last Blessing you must unlock to allow you exploring every place in the game, as far as I know, and it’s necessary having it to get Act III done.
Currently, it gives 2 distinct bonuses:
- Allows the use of the ‘teleportation’ devices scattered around.
Gives the team a fixed quantity of Air Magic Resistance
New Ylath's Blessing
- – Allows the use of teleportation devices.
– Grants 5 points to Air Resistance to MIGHT heroes, + 5 for each 10 levels reached by each hero individually.
– Grants 2 points to Air Magic Skill to MAGIC heroes, + 2 for each 10 levels reach by each hero individually.
– Grants 3 points to Air Resistance and 2 to Air Magic Skill to MIXED heroes, + 3 and 1, respectively, for each 10 levels reached by each hero individually.
– While wandering in dry and open places (world map and cities only and having 1 free tile in all directions from party), the party has additional 10% for evasion and blocking values.
ARKATH'S BLESSING
Arkath is the only elemental Dragon not bound to any unlocking feature.
Currently, it gives 2 distinct bonuses:
- It grants the part the constant effect of Danger Sense spell.
Gives the team a fixed quantity of Fire Magic Resistance
New Arkath's Blessing
- – Gives permanent awareness of surrounding foes [allows surviving in volcanic areas and allows melting icewalls => this is just an idea in case someday we’d have dungeons with those kind of terrains].
– Grants 5 points to Fire Resistance to MIGHT heroes, + 5 for each 10 levels reached by each hero individually.
– Grants 2 points to Fire Magic Skill to MAGIC heroes, + 2 for each 10 levels reach by each hero individually.
– Grants 3 points to Fire Resistance and 2 to Air Magic Skill to MIXED heroes, + 3 and 1, respectively, for each 10 levels reached by each hero individually.
– While wandering in open places (world map, cities and dungeons, but cannot be in tight places), if consecutive fire damage is inflicted upon a target, an additional (too much fire becomes a flame, but need air, space) fire damage is inflicted upon that same target, equal to 5% all initial fire damage at the end of the turn.
ELRATH'S BLESSING
This is another one that makes one of your spells useless, as well as a hireling. So, I’d propose a reworked Clairvoyance spell, with a more broad use.
Currently, it gives 2 distinct bonuses:
- You have the permanent effect of Clairvoyance, which means you can see traps on the ground
Gives the team a fixed quantity of Light Magic Resistance
- – Allows seeing traps and ambush-bidden chests and barrels.
– Grants 5 points to Light Resistance to MIGHT heroes, + 5 for each 10 levels reached by each hero individually.
– Grants 2 points to Light Magic Skill to MAGIC heroes, + 2 for each 10 levels reach by each hero individually.
– Grants 3 points to Light Resistance and 2 to Light Magic Skill to MIXED heroes, + 3 and 1, respectively, for each 10 levels reached by each hero individually.
– During the day, armor value is increased by 15% and all HP restoring potions have 20% more effect.
MALASSA’S BLESSING
Another one that makes one of your spells useless, as well as a hireling. So, I’d propose a reworked Whispering Shadows spell, with a more broad use.
Currently, it gives 2 distinct bonuses:
- You have the permanent effect of Whispering Shadows, which means you can see secret passages
Gives the team a fixed quantity of Dark Magic Resistance
- – Allows seeing hidden passages and halves damage taken when failing to breach them.
– Grants 5 points to Dark Resistance to MIGHT heroes, + 5 for each 10 levels reached by each hero individually.
– Grants 2 points to Dark Magic Skill to MAGIC heroes, + 2 for each 10 levels reach by each hero individually.
– Grants 3 points to Dark Resistance and 2 to Dark Magic Skill to MIXED heroes, + 3 and 1, respectively, for each 10 levels reached by each hero individually.
– During the night, melee and ranged attack values are increased by 15% and all Mana restoring potions have 20% more effect.
After unlocking all Dragons, a FULL SET Blessing could be bestowed upon the party, devoted to Primordial Magic, and more subtle way, however useful nonetheless.
ASHA’S BLESSING
I’d use the name Asha as to relate to those shrines. In fact, this last Blessing could also have the requirement of all shrines having been visited at the right dates (up this day, visiting all shrines at the right time has a relic as a reward).
Asha's Blessing
- – Reveals all world map, dungeon maps and their hidden passages already seen by the party (even if not thoroughly explored). Any new place visited after unlocking this blessing won’t have all map revealed though (as a motivation for players to explore everything and then return to check if they missed something).
– Grants 5 points to All Resistances to MIGHT heroes, + 2 for each 10 levels reached by each hero individually.
– Grants 2 points to Primordial Magic Skill to MAGIC heroes, + 2 for each 10 levels reach by each hero individually.
– Grants 3 points to All Resistances and 1 to Primordial Magic Skill to MIXED heroes, + 1 and 1, respectively, for each 10 levels reached by each hero individually.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
The current buffs in the game are awful. I'll break these into 2 groups: essential quests and optional quests.
There are a few skills that are setup clearly as essential quests, and the idea is all right, but the added benefit needs to go up. I would have expected a +skill to the appropriate magic school at minimum and either a relic or an item of +5 to the corresponding magic school related to the attunement similar to the chests of blue quality items in the rooms behind the elemental lords. As is, the resistances are negligible.
Now for dark, fire, and light:
These need to be massively overhauled. All they do is get rid of the requirement for cheap spells and give a miniscule resistance. Since these are optional but supposedly important quests, they should have appropriate rewards. I'm thinking more along the lines of a permanent +20% bonus to armor, hp, mana, magic damage, physical damage or +10% to all stats similar to the well rested buff.
The final chest for completing this was incredibly underwhelming. This is supposed to be the culmination of the elemental forces choosing a hero for the first time in centuries. This should be a major event with a major reward. Either a big pile of skill points/experience or a stack of relics or special items (maybe related to primordial magic or items with +skill/resistance to all magic schools).
There are a few skills that are setup clearly as essential quests, and the idea is all right, but the added benefit needs to go up. I would have expected a +skill to the appropriate magic school at minimum and either a relic or an item of +5 to the corresponding magic school related to the attunement similar to the chests of blue quality items in the rooms behind the elemental lords. As is, the resistances are negligible.
Now for dark, fire, and light:
These need to be massively overhauled. All they do is get rid of the requirement for cheap spells and give a miniscule resistance. Since these are optional but supposedly important quests, they should have appropriate rewards. I'm thinking more along the lines of a permanent +20% bonus to armor, hp, mana, magic damage, physical damage or +10% to all stats similar to the well rested buff.
The final chest for completing this was incredibly underwhelming. This is supposed to be the culmination of the elemental forces choosing a hero for the first time in centuries. This should be a major event with a major reward. Either a big pile of skill points/experience or a stack of relics or special items (maybe related to primordial magic or items with +skill/resistance to all magic schools).
I'm happy to see that you agree they truly need a boost.Arret wrote: Now for dark, fire, and light:
These need to be massively overhauled. All they do is get rid of the requirement for cheap spells and give a miniscule resistance. Since these are optional but supposedly important quests, they should have appropriate rewards. I'm thinking more along the lines of a permanent +20% bonus to armor, hp, mana, magic damage, physical damage or +10% to all stats similar to the well rested buff.
The final chest for completing this was incredibly underwhelming. This is supposed to be the culmination of the elemental forces choosing a hero for the first time in centuries. This should be a major event with a major reward. Either a big pile of skill points/experience or a stack of relics or special items (maybe related to primordial magic or items with +skill/resistance to all magic schools).
Hum, given that we don't gain HP and Mana when leveling up, unlocking, say, Elrath's Blessing could allow your characters gain 2-5% of their max HP every time they leveled up henceforth. Malassa would bestow bonus over Mana. Well, one of the bonuses, that is.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
- hellegennes
- Succubus
- Posts: 843
- Joined: 04 May 2009
I believe that the blessings were designed before they designed the map, hence why Sylanna's blessing seems irrelevant. Perhaps they didn't even notice that you can't reach these areas before you have the blessing. On the other hand, enemies behind these passages can't reach you, so I guess they serve at least one purpose. They can also be utilised in user-created mods.
- hellegennes
- Succubus
- Posts: 843
- Joined: 04 May 2009
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