I agree with the idea to tame a monster with a spell, maybe after you have weakend the monster without killing it (like the classic pokemon game). This will give more strategic thinking to the taming process, also given that some monster can heal itself. Furthermore, you can give to the more powerful monster a tighter "healt window". Forse example, you can launch a tame spell to a tier 1 monster when its health is below 30 points, but for a tier 5 monster you can launch the tame spell only of its health is below 10 points!
Posts made by KhurtM
RE: FAMILIARS + TAMING
RE: Removing missing your own buffs and heals
I agree with you, the chance to miss of healing spells adds a great surprise effect in the duels, in my opinion.
I won, and lost, many duels at the last moment thanks to this feature.
In addition, I faced lots of people that could heal more than the damage I did. If the heal never misses there's no point in continue a duel like that.
Yes, it could be frustrating sometimes, but, thinking also at the setting of the game, nobody said that becoming a wizard would not be frustrating u.u ahahah
[UI & Map] wrong spell icons, ingredients on the map
Hello everybody, I noticed that when you change the categories in the spell book, the icon doesn't change with the name. It changes only if you click on dark arts or charms.
As for the ingredients, when I open the game while i'm travelling by train or by car (passenger side u.u), the ingredients remain on the map for 4-5 seconds before the message "you are going too fast" appears. This could be used to gather lots of ingredients without really exploring the map! maybe it takes some time for the client to evaluate the speed?
RE: Long-Forgotten Dungeons
I don't know if this could be implemented, but it will be great if you can use existing roads (as mentioned before), which can be "activated" by solving puzzles, or beating enemies.
For example, from the entrance of the dungeon (that has to be a in fixed location on the map), you can walk in only one road (representing a room, highlighted on the map, or colored differently). In this road/room you have to find keys (as said before by beating enemies or by solving puzzles) to open other rooms ("activating" near streets on the map).
In this way you can choose the path, to avoid issues with private properties or closed roads.
The only problem with this idea is that, as I said, i don't know if it's easy, or possible at all, to implement