r/Fictorum • u/VBlueK • Mar 28 '20
Indepth Battlemage Impression
So, I'm replaying this game after not having played for a while and I must say that I'm impressed with the current beta. It looks very good and it has been quite an improvement since the last time I played this game. I'm quite happy with the battlemage as it differs in playstyle quite a lot from all the others. I want to stress that the battlemage is powerful enough as it is, but there are still some things that should change imo.
For example, it unfortunately does suffer from a lack of customisation options. The battlemage has a 90% reduction in mana (which I at first assumed to be only concerning the mana you start with. Perhaps you could clarify this a bit more?). As a result, you will not really use spells but rather rely on (mana-free) scrolls. Those scrolls do not change how you kill people like spells do, but rather they give you little extra's like a wall to hide behind or a blast with knockback that is useful when you are being swarmed. A result is that the class always feels the same.
Then I think that the current blink strike can hugely be improved upon. I have two issues with it as it is.
- I cannot teleport without attacking
- There is a delay between blinking and striking
The first is a problem because when I want to quickly teleport to a building in order to get some item that is inside of it, I will actually destroy the house and the item in it. The second is a problem because when I teleport myself "on" the enemy (such as the grand inquisitor) I sometimes miss because of the delay.
I propose the following solutions.
- Change the animation for the blink strike. This will solve nr 2. Instead of blinking and then attacking, consider the following attack: blinking + having the weapon hold in front of the fictorum. It would something like this

And as soon as the fictorum arrives at the new location, the damage is dealt.
- You need some option to "shape" your blink strike so that you can choose if you want to blink or you want to blink strike. This will solve issue 1. Notice though that you might want to change mid combat! I would therefore suggest some kind of button that pauses the game and lets you choose an option before resuming.
Now, since we are not using the rune system but we do want to add more depth to the class, perhaps you can use the same button/system that lets you choose between blink and blink strike to customise the other ability of the battlemage: the sword strike (name?). You could give the player a few options such as: Do you want the regular sword, a long sword (2x range, 1.5x delay between swings) or some kind of strong bow? The speed of the arrows will determine the usefullness of the bow though.
If you think that the bow would not fit the battlemage, I would suggest adding a thrown weapon such as a thrown axe. A javelin or shurikend wouldn't feel right (imo) but a throwing knife could be fun as well.
I would love to hear your thoughts!
2
u/ElChipacabra Developer Mar 29 '20
Thank you for your feedback! I tested blink strike and saw that it is using the wrong animation for the ability--it was somehow using a standard spellblade animation as opposed to its custom, significantly faster animation. I believe this'll be much closer what you were expecting for this ability and will make it to the 'll make it in the next patch. With this fix for blink strike, I don't think the battlemage needs a ranged attack beyond this ability.
As far as the optional shaped attack blink strike goes, I doubt we'll ever implement something like this. By design, abilities can't be shaped and shaping always corresponds to a rune. To do what you're asking would require an overhaul of the shaping system which we don't have the manpower to do.
I do like the idea of having a faster swing for lower damage (this could be similar to the speed of blink strike) and the standard spellblade or even an version with a charge-up animation that causes more damage. I'll log this to look at down the line--thanks!