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Lichdom: Battlemage, PC-exclusive "first person spellcaster" - Released

DalekFlay

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Why don't you have a "Bundle Fodder" custom tag yet, Metro?
 

Avellion

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LameSpot has some PAX footage of the game,



I liked how you can actually debuff CC bosses with some risk involved, didn't like the apparent HP bloating on some enemies like the banshee and the existance of loot (dunno but it just feels unnecessary for this game and may get in the way of the game's strengths).
 

Luzur

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that looked...frustrating.

where are the spells that blow people up/back and insta-kill them? shit just stormed you anyway even as you where fireballing them with rage.
 

Avellion

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that looked...frustrating.

where are the spells that blow people up/back and insta-kill them? shit just stormed you anyway even as you where fireballing them with rage.
Indeed, what makes me feel like a powerful badass mage is not spamming a million fireballs without taking a break, what makes me feel like a badass mage are casting spells that have a dramatic impact on the battlefield, like casting spells that cause enemies to kill themselves, reflect all projectiles, summon dragons and archdemons, instant kill spells (especially those that cover an area), create black holes out of thin air, then cast cloudkill in that blackhole killing everyone trapped inside, spells that make you practicly indestructible, meteor storms, mind controlling key enemy units (like the enemy generals and tacticians), then use said key units to take complete control of the battlefield. Of course, good luck balancing any of these things without any form of limitation such as mana, reagents or the vancian magic system.
 

DragoFireheart

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Any game where a Fireball doesn't knock the typical mook flat on their ass is a terrible mage-gameplay game.
 
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jcd

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Last edited:

Luzur

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that looked...frustrating.

where are the spells that blow people up/back and insta-kill them? shit just stormed you anyway even as you where fireballing them with rage.
Indeed, what makes me feel like a powerful badass mage is not spamming a million fireballs without taking a break, what makes me feel like a badass mage are casting spells that have a dramatic impact on the battlefield, like casting spells that cause enemies to kill themselves, reflect all projectiles, summon dragons and archdemons, instant kill spells (especially those that cover an area), create black holes out of thin air, then cast cloudkill in that blackhole killing everyone trapped inside, spells that make you practicly indestructible, meteor storms, mind controlling key enemy units (like the enemy generals and tacticians), then use said key units to take complete control of the battlefield. Of course, good luck balancing any of these things without any form of limitation such as mana, reagents or the vancian magic system.

still, as evident in the video most enemies get hit by middle-level sorcery but dont even blink and arrive as planned into you face, which is a big NO-NO for a mage, if the char is a apprentice it can be understood, but then he should be in a troop of adventurers until he is powerful enough to be on his own.
 

Avellion

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As I said before, my impression of a mage that is a badass is one that is able to

  1. Summon demons from the deepest depths of hell.
  2. Stop Time Itself
  3. Instantly kill foes through various spells
  4. Toy with their enemies through illusions, debuffs and other utility spells
  5. Stand in the frontlines using their powerful magic not only as a tool, but also a shield
  6. Turn entire groups against eachother with a wave of a hand
  7. Terraform the environment, creating and destroying walls, obstacles and floors as he sees fit to meet his ideal battleground.
Unfortunately according to my friend who got this game recently...

  1. There are no summoning spells
  2. There are no spells with any temporal effects
  3. Spells arer about doing damage and have little to no utility such as instant death
  4. There are only a few CCs, but none of them are any interesting
  5. The protective spells are basically just shields that a warrior use but with 100% less metal or wood, also the cooldown on them means that it isnt really viable and the emphasis is on dodging.
  6. While you can turn foes against eachother, they are just not as practical as other means.
  7. No spells have any effects on the environment.
Basically a badass mage to these devs is someone who just spams fireballs and lazors over and over... yawn.
 
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pakoito

Arcane
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Minute 4.20 onwards. A decade has passed and few or no games have given me the mage chills TS gave.
 

Sul

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Doesn't look very good. Rather mediocre actually. There's no punch on the spells and you're basically mobile artillery, not a real mage with a trick up your sleeve for every situation.

On the other hand, I'm very excited for Hellraid.
 

Metro

Arcane
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Too bad they've delayed it half a dozen times. Won't be out until 2015 now. Also... it's Dead Island with swords.
 

Infinitron

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The Lighthouse Customer – Lichdom: Battlemage
By Christopher Livingston on June 23rd, 2014 at 9:00 pm.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, first-person spellcasting and spellcrafting with Lichdom: Battlemage.

As a battlemage, I am imbued with arcane might: deadly firestorms, freezing ice blasts, and crackling electrical bolts. I hold my magic-infused hands up in front of me in an awkward, unnatural fashion at all times, as if I’m a giant praying mantis or a Microsoft marketing executive presenting at E3. And, I wrestle with the same ancient dilemma all great sorcerers have faced, from Merlin to Dumbledore: do I want to use a Charging Smart Trap AOE Pattern with +17% chance of critical damage or stick with the Charging Targeted Pattern of Persistence with +14% status effect duration? As Gandalf said: “YOU SHALL NOT PASS NOW THAT I’VE GOT +28% BURN DAMAGE ON KILL FOR 9 SECONDS!”

Playing the FPS (first-person spellcaster) game In Verbis Vertis recently left me a little disappointed that I only got to use my spells for puzzle-solving instead of, say, flash-frying a bunch of charging goblins with magical fireballs. That’s why I decided to try Lichdom: Battlemage. It appeared that it would let me explore the mysterious and mystical traditions of sorcery while also allowing me to commit extreme acts of violence on a bunch of stupid monsters.

After the intro, which features a deep-voiced, ridiculously evil antagonist and a deep-voiced incredibly serious mentor, I’m happy to hear my character begin talking because she’s a bit more wry and playful. She’s also — I’m incredibly pleased to discover — Jennifer Flippin’ Hale. Unfortunately, her acting talent, while great, is not quite enough to save the clunky writing, though it does make it easier to bear. In one exchange, my mentor tells me “You will no longer fear death,” and my character’s response is “Wow. I mean… damn!”

Granted, I’m not sure what my own response would be upon being told I would no longer fear death. It might not be any better. Probably something like “Huh?” or “Mmkay.” Possibly, “Look, I’ve feared death since I first heard about death, so no disrespect, sir, but I think you’re fulla shit.” Point is, Jennifer Hale is great and I’m glad to hear her voice coming out of my virtual mouth. (And fear not, if you choose to play the dude battlemage, Hale’s character will still appear in the game regularly.)

After a brief tutorial, I’m in combat, facing skeletal and human enemies and discovering that fighting with spells alone can be satisfying as hell. Fireballs foosh appropriately when thrown and smacknicely when they hit, and can be charged up for an even bigger sha-boosh for more damage. There’s an area of effect version as well, which can also be charged, raining down an explosive firestorm on clusters of enemies, even from a good distance away. There’s also a fire-shield, to limit incoming damage, and if timed perfectly with an enemy swing, reflects back on them. On the downside, timing the defensive spell perfectly is next to impossible, and I eventually stop trying and just back off when I’m within arm’s reach.

Helping enormously with the backpedaling is my dodge ability. It’s a bit like Blink from Dishonored, but it only works on the horizontal plane. You don’t get to leap up to catwalks or anything, you just zip around on the ground a few feet at a time. You can dodge sideways and backwards as well as forwards, so if you’re pinned in a corner you can still blip away. I spend a lot of time blipping away.

Ice magic, my next sigil, is also satisfying to use: magical snowballs leap from my hand, impacting with a lovely crack, and it’s especially fun nailing dudes in the mug from clear across the map. There’s no crosshair, but I feel way more accurate than I do in most games, so I think there may be some sort of targeting help. If so, it’s subtle enough that I feel like I’m a crack shot and not that I’m just being auto-pointed at bad guys.

Then there’s crafting, which is both easy to accomplish — drag-and-drop, mix-and-match — and yet quite complex. As you smite fools you collect their essence (floating coins, basically) which have various attributes and act as components for new spells. You choose if you want your spell to be a projectile, an area of effect attack, or a defensive spell, then you augment it with your ghost coins, giving your spell unique attributes. If you have a damage coin, it’ll increase your spell’s damage. A speed coin means you can cast it more quickly. If it’s a Paired Control of Persistence coin… then you have to start reading a lot of very small text and numbers.

For my tiny brain and short attention span, it gets to be a bit much. In just a few hours of playtime I’ve collected dozens of different ghost coins like my Reinforcing Ace Pattern of Charging and my Charging Targeting Pattern of Persistence and my Stubborn Agile Shield Pattern of Hardness, each with slightly different percentages of damage or duration or critical hits or protection. Just looking at one of the spells I whipped up, Quick Immolation, I can see it does 9 seconds of burn damage at 15 DPS while 50% of the remaining damage is applied when the target is stunned and consumes 40% of Mastery on critical hit increasing burn damage with a 5% critical hit and a 15% critical effect multiplier. That’s only about half of what the crafting screen tells me.

And, hey, I know people are into that type of system. I know if magic were real it’d be called science and it would be all about numbers and math and percentages anyway. It’s just not for me. And I might be more inclined to give it a real try if being a battlemage wasn’t turning out to be so… well, dull. As much fun as roasting and icing undead warriors and archers was the first few times, and how enjoyable it was the next few times, and how it was still pretty much okay the next, you know, couple dozen times, it’s begun to lose its novelty. At this stage, about three hours in, there’s just very little variety in the types of enemies I’ve been facing or the environments I’ve been facing them in.

A new spectral miniboss was exciting to meet, but she just raised a bunch more of the same two or three types of undead that I’d been killing since I started. And then I ran into her about three more times. It took two hours to even unlock a third spell school, which I then proceeded to use on more of the same enemies in more of the same caverns.

After In Verbis Vertis’s puzzles I was ready throw fireballs at fools in Battlemage, which let me do exactly that. At this point, though, I’m kind of wishing there was something else to do with all this cool magic. Like solve puzzles.
 

Delterius

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Playing the FPS (first-person spellcaster) game In Verbis Vertis recently left me a little disappointed that I only got to use my spells for puzzle-solving instead of, say, flash-frying a bunch of charging goblins with magical fireballs. That’s why I decided to try Lichdom: Battlemage.

So, anyone knows anything about this In Verbis Vertis?
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,437
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Now in beta: http://steamcommunity.com/games/261760/announcements/detail/272783302590704499

What's New in the Beta Build:

New Feature: New Game Plus
The game doesn’t stop when you defeat the last boss. Unlock New Game Plus mode and play on as long as you like. Tackle challenging new objectives and earn new tiers of loot to craft the most powerful spells ever.

New Feature: Sigil Powers
Each Sigil has an inherent power that harnesses the energy of rare Apocalypticals. Learn to execute them and experience Flame Walls, Arc Lightning, and more exciting new spells.

Major Performance Optimizations
We have put a tremendous amount of effort into improving performance on low- and high-end hardware. We are modifying our minimum and recommended system specifications to reflect this.

Crafting System Improvements
The Crafting UI has had a significant overhaul focused on legibility and ease of use. We’re not done yet, but Crafting new spells has never been easier or more rewarding.

Synthesis System Overhaul
Synthesis has been reconfigured and rebalanced to allow you to make meaningful choices when you run across items you don’t want to use for crafting. A new Reforge feature lets you drop unwanted items into a magical slot machine that give you a chance at Legendary loot with minimal fuss.

UI Improvements
Most of the menus and Heads-Up Display elements have had a major overhaul. This work is still in progress, but just about everything looks better, runs faster, and is easier to use.

Balance Improvements
A big round of balance has been applied to spells, AI, loot stats, and drop rates. We’re getting closer to our launch targets, but more work is coming.

Official support for Crossfire and SLI
Users with multiple graphics cards should now see significantly improved performance compared to a single card without graphical anomalies.

Official support for Eyefinity multi-display setups
Although there are some known issues that we are working on, users with 3X1 Eyefinity display setups should be seeing good results.
 

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