- Sun Nov 13, 2022 5:45 pm
#16796636
I'm kinda torn on the spell list in this game. On one hand, I love variety. The sheer breadth of effects and flavor for spells unmached for games of this type, if not games in general.
But the flip side is that some of the magic types feel same-y or cramped. Having only two spells works for something like Full Moon Sorceries, since they're supposed to be the ultimate in big f**k-you blasting sorceries, but the Claymen Sorceries, for example, feel like they were just tossed in to fill the gap of sorceries with an arcane requirement. On the other hand, some spells feel like they got grouped in with each other to pad out the sub-school size and not because they actually have a strong thematic tie to each other.
Then there's the Dragon Communion Incantations + Placidusax's Ruin, which are certainly numerous and clearly connected, but they dilute the inherent "cool factor" of harnessing the power of dragon's breath over ELEVEN different spells when there's maybe three really distinctive effects between the lot of them. In contrast, simpler, less high concept ideas you might expect a few iterations of just don't have them. Outside of basic glintstone projectile sorceries and basic healing incantations, you're lucky to get a couple tiers of a spell. Weapon enhancements don't even get that much, and even Demon's Souls had two weapon damage buff spells.
All in all, I think I'd rather things were pared down a bit if it meant each school of magic could feel complete, but not overcrowded and still retain its own identity. Even dark spells from DS3 managed this better than some ER magic subtypes, despite being split and assimilated into the three main spell types.