Hey All-
So this kind of just came up in General Chat and I wanted to just focus on it a bit.
Spells, why are they Rarely used in Quests, and why do Players not really use them:
Trouble with Spells
So Spells right now, as a lot of us know, get given to us Per-Level, but us, as the Player, never really get a thorough understanding of what the Spell does, or when to use it. All the Player would know is that it is a Combat Spell and that it does Damage. Now, a Counter-Argument to this is that the Player can just read the Spell Description and that would give them the Information on the Spell, but for a Spell such as "Saniteris", a Normal Player wouldn't know that it only Heals up to 3 Players within its Radius, you also don't get Healed whenever you use the Spell (Example). As well as Reading a Spell Description is different to Experiencing the Spell first-hand while Duelling another Player.
Duelling with Spells
Another thing, while the topic of "Duelling" is mentioned, majority of Players would not know how to Duel, and so it would fall on a more Experienced Duellist to teach them, now, this is not a wrong thing to do. But I believe in giving Players their own way to possibly Duel, and there's many ways of doing it, whether it's Healing yourself and Teammates, or maybe dealing more Damage to the Enemy. Many Players may feel discouraged to Duel because of the Skill-Gap between them, and more Experienced Players.
Questing with Spell
Carrying onto the Quests Side for Spells, currently I can't really think of a Boss Fight that felt really challenging when I first did my own Playthrough of Potterworld, but some Boss Fights did require another Item to beat the Boss which wasn't your Wand, such as a Sword. Now, I think that the Boss Fights for Quests needs to be re-done, I just don't think there are enough Boss Fights or any Mob-Fights to get the Player focused and in-tune with their Wand and what Spells work better for them. Take an example like Hogwarts Legacy, every Side-Quest and Main-Quest you do INVOLVES an aspect of Duelling, not saying to copy that beat-for-beat, but I do think Players need to stretch their Duelling Skills more out in the Field.
Spell Criteria's, what do they mean?
Currently there are 5 Spell Criteria's, being Curse, Transfiguration, Jinx, Charm and Defensive, but what do these mean, and what do they really entail? Normally, when it comes to mind, a Curse Spell would seem more Powerful, but there are Spells which are Charms and Jinxes which out-do what a Curse-Spell would, for example, Stupficus is a Charm Spell and Contagious is a Curse Spell, but majority of people WOULD pick Stupificus over Contagious because it's a Stunning Spell. And so we don't know the Power-Scale of these Criteria's, they're currently Labels and mean nothing. Why not give them some Lore and meaning so that we know what they really are, and if some Spells are more powerful than others.
Is there an Overall Fix?
In some ways there are, 1 of them is that whenever a Spell is Rewarded, the Player gets a Spell GUI, describing if that Spell is Crucial to either Duelling, or PvE, because both are VERY different, in a sense that, Venenox (Poison AOE Spell) would be better in a Group of Mobs, but against their Enemy within a Duel wouldn't be very handy seeing as that Enemy can walk out Venenox, rendering it useless in a 1-to-1 Duel (Example).
There also needs to be a way to introduce Combos, there's a plethora of Combos that exist which a lot of the Current Playerbase don't know off. Which is why I think there needs to be a way to allow Players to learn of these Combos, such as whenever a Player learns Stupificus and Contagious, a Note comes up on their Screen, letting them know that these 2 Spells can be paired together, along with other Combo Spells like Ignis and Ignatium, so on, so forth. A way to Store these Combos and Spells is to make a Spell-Dex, which you keep on you forever, it would be a Codex of all your possible Spell-Combos so you don't forget.
So these are just Latent-Ideas, which I'm more than sure have been bought up in previous conversations in the past. But these are just to give a reminder that a lot of Players just get a Spell and have no clue what it means or what it does.
-Deathlish
So this kind of just came up in General Chat and I wanted to just focus on it a bit.
Spells, why are they Rarely used in Quests, and why do Players not really use them:
Trouble with Spells
So Spells right now, as a lot of us know, get given to us Per-Level, but us, as the Player, never really get a thorough understanding of what the Spell does, or when to use it. All the Player would know is that it is a Combat Spell and that it does Damage. Now, a Counter-Argument to this is that the Player can just read the Spell Description and that would give them the Information on the Spell, but for a Spell such as "Saniteris", a Normal Player wouldn't know that it only Heals up to 3 Players within its Radius, you also don't get Healed whenever you use the Spell (Example). As well as Reading a Spell Description is different to Experiencing the Spell first-hand while Duelling another Player.
Duelling with Spells
Another thing, while the topic of "Duelling" is mentioned, majority of Players would not know how to Duel, and so it would fall on a more Experienced Duellist to teach them, now, this is not a wrong thing to do. But I believe in giving Players their own way to possibly Duel, and there's many ways of doing it, whether it's Healing yourself and Teammates, or maybe dealing more Damage to the Enemy. Many Players may feel discouraged to Duel because of the Skill-Gap between them, and more Experienced Players.
Questing with Spell
Carrying onto the Quests Side for Spells, currently I can't really think of a Boss Fight that felt really challenging when I first did my own Playthrough of Potterworld, but some Boss Fights did require another Item to beat the Boss which wasn't your Wand, such as a Sword. Now, I think that the Boss Fights for Quests needs to be re-done, I just don't think there are enough Boss Fights or any Mob-Fights to get the Player focused and in-tune with their Wand and what Spells work better for them. Take an example like Hogwarts Legacy, every Side-Quest and Main-Quest you do INVOLVES an aspect of Duelling, not saying to copy that beat-for-beat, but I do think Players need to stretch their Duelling Skills more out in the Field.
Spell Criteria's, what do they mean?
Currently there are 5 Spell Criteria's, being Curse, Transfiguration, Jinx, Charm and Defensive, but what do these mean, and what do they really entail? Normally, when it comes to mind, a Curse Spell would seem more Powerful, but there are Spells which are Charms and Jinxes which out-do what a Curse-Spell would, for example, Stupficus is a Charm Spell and Contagious is a Curse Spell, but majority of people WOULD pick Stupificus over Contagious because it's a Stunning Spell. And so we don't know the Power-Scale of these Criteria's, they're currently Labels and mean nothing. Why not give them some Lore and meaning so that we know what they really are, and if some Spells are more powerful than others.
Is there an Overall Fix?
In some ways there are, 1 of them is that whenever a Spell is Rewarded, the Player gets a Spell GUI, describing if that Spell is Crucial to either Duelling, or PvE, because both are VERY different, in a sense that, Venenox (Poison AOE Spell) would be better in a Group of Mobs, but against their Enemy within a Duel wouldn't be very handy seeing as that Enemy can walk out Venenox, rendering it useless in a 1-to-1 Duel (Example).
There also needs to be a way to introduce Combos, there's a plethora of Combos that exist which a lot of the Current Playerbase don't know off. Which is why I think there needs to be a way to allow Players to learn of these Combos, such as whenever a Player learns Stupificus and Contagious, a Note comes up on their Screen, letting them know that these 2 Spells can be paired together, along with other Combo Spells like Ignis and Ignatium, so on, so forth. A way to Store these Combos and Spells is to make a Spell-Dex, which you keep on you forever, it would be a Codex of all your possible Spell-Combos so you don't forget.
So these are just Latent-Ideas, which I'm more than sure have been bought up in previous conversations in the past. But these are just to give a reminder that a lot of Players just get a Spell and have no clue what it means or what it does.
-Deathlish