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Totally understandable, and its not even just the players that suffer from magic either. 9/10 of the times i hire the fire mage upstairs in the tavern, she will either stunlock me with the enemy with her magic or kill herself with her fireballs trying to take out enemies. it's quite hilarious to watch but i'd like to not hire her a million times because she's that unreliable lol

i think the main problem is magic seems to be designed only for offense, and you (for some reason beyond me) can't take acolyte traits or divine items if you choose magic. it would be so fun to setup fights with a fireball, and then heal your companions with divine items or mend soul ability, and gives you a bit more options in regards to magic. but i imagine this design choice was based off the lore around the saint, and the followers of the saint. 

at the very least I'd like to see some defensive magic options that aren't just abilities that block enemies paths, that'd definitely make it more viable at lower stat levels! (like Cocona's necromancer shield she uses for example)

Simply adding a few native spells that Lone can use without any equipment would already make this branch much more viable. (Maybe something related to sustenance, healing, or combat magic — potentially even as separate perks.)

There's also a real lack of some kind of utility tool to deal with serious enemies — something that would offer an alternative to endlessly kiting and chipping away at them with minimal damage.

And personally, I dream of magic that would be accessible to Lone even without investing into the magic perk. For example, traps are available to everyone and are insanely useful. There's a 'prostitution' skill that's also accessible and must-have in most playthroughs. But for magic, there's no such option.