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this post was submitted on 25 Jun 2024
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This is kinda selling mages in the setting short.
Magic in this setting is basically the same as it is in Warhammer 40k: mages get their power from an alternate dream dimension that is also where demons reside, they can spontaneously explode and/or summon demons if they're not careful, and they're heavily regulated/repressed. Rogue mages are hunted down and killed by Templars, and everyone else is mostly confined to wizard towers that double as prison camps.
It never comes across in gameplay, but mages and how they're treated are major plot points in all three games.
That's what I meant. In the story they're super dangerous walking nuclear bombs. In the first game, it kind of lives up to it in the game play. You have a massive fireball (with knockdown!), blood magic shuts down the whole field, and more.
But by the third game, mages are more of a "control" class. If you want to actually do damage and kill monsters, you want to play a rogue. It's extremely disappointing.
I wanted it to be more like dragon's dogma where you summon meteors and tornadoes. Instead it's like some ice cubes and a campfire.
I hope they bring back spells like Virulent Walking Bomb from the first games. That one would poison an enemy and make them explode when they died, and if any enemy nearby died to the explosion or within the next few seconds they'd explode too, and so on.
It wasn't the best spell, but it fit the "mages are one misstep away from becoming eldritch abominations" narrative and damn did it make you feel powerful when the secondaries went off and it turned an entire room full of enemies into mist.