Magic Damage Weapons Should Count As Magic Weapons In The Skill Tree
Magic Weapons being wands and staves is extremely limiting in the skill tree. The battlemage in the game has Evasion Attack which requires a melee weapon, but then has skills like Bloodletting which require a wand, or for that matter most of the skills in their tree which just directly buff wands. This is unnecessarily limiting. However, the game already has weapons which deal magic damage, but aren't magic weapons for the purpose of the skill tree.
The fix is really easy: make weapons which deal magic damage be considered magic weapons. This lets players in the int tree use, for example, the Enflamed Sword and fulfill the paladin/healer style, or the battlemage to actually use melee weapons instead of just stronger wands. It enables mystic archer type playstyles for magic damage arrows.
Given the skill point cost and int's bias towards regenerative effects, it seems like this would be relatively balanced out of the box without much effort.
Comments: 2
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
16 Dec, '25
Paul JConsistency would be nice. Rather than skills saying they affect "magic weapons", have them explicitly mention they affect magic damage output.
If the designers actually wanted to specifically only buff wands and staffs then the skills should also explicitly mention they affect only wands and staffs. -
18 Dec, '25
Paul JBetter still would be a tag system; so for example a wand's description could display tags for "magic damage", "element: ice", "ranged weapon", "magic weapon". Then if a skill mentions it affects "magic weapons" (make sure to colour the tag highlight different from normal text) then players will know that this skill affects that wand because there are matching tags found. No more guessing "hey do staffs count as ranged weapons? Or magic weapons? Or both?"
Surely the game aready internally tracks these things. It must know what a "ranged weapon" is. Displaying that information helps players.