Thanks! Additional spells would be kinda tricky to pull off, but definitely I'll be doing something to compensate the mana regeneration for the next update.Thorogrimm wrote:Heya, I'm loving the mod so far! I like the mixture of a sort of Witcher element with Doom there, and the weapons handle really well. Just a quick question-- is there any possiblity you'd be able to implement a way to get magick points easier? There aren't many maps which provide sufficient amounts of potions, which kinda takes away from the fun of the spells if you get my drift. Perhaps the enemies you kill have a chance of dropping magicka?
Additional spell would be pretty neat as well such as a damage over time spell, a freeze spell or something you can learn in order to gain new powerful spells?
Hope you're still active with this mod as I'd greatly look forward to future updates!
On the last days I've been trying to make a build of the game without any firearms, except a magic bow which drains mana, and subsequently weapon spawns were different types of arrows. But considering the reception given on weapons, maybe going that route would be a bad idea.Fureyon wrote:Played it extensively, almost got through the entire Doom 2 campaign.
So here's my feedback:
As other users have already mentioned, the grenade launcher doesn't travel far enough, it would also be good if it dealt a little more damage. I play with damnums, so my commentary on damage is that it usually will deal about the same damage as a shotgun blast. And the shotgun does go much further. The pistol, the shotgun and the AK are pretty good though, I don't see anything wrong with those. My only gripe with the other guns is the forced reload when you try to fire at 0 ammo, and would request that you create a CVAR to disable automatic reloads. Getting into a long reload animation is bad when simply switching to the pistol or another gun to finish the job would be better.
Also as others have mentioned, the spells are very underpowered. Save for the buffing spells, all direct attack spells are actually much worse than the guns. A fireball will do somewhere between 25-100 damage, which is pretty bad considering the travel time of the projectile. They are all expensive considering a fireball costs 10 mana and you only got 50 at the beginning. Also no mana regen, but you're already onto it. I would suggest you replace the fire talisman secondary for a flamethrower kind of spell, so we have something that is capable of continuous damage. The ice talisman feels like a joke, even spamming the trap is pretty bad and costly. The most useful "attack" spell is by far the wind talisman, since it buffs reload time and speed, thus making the guns better. In what is supposed to be a magic focused mod that isn't necessarily ideal.
Speaking of the talismans, pressing the use key to "equip" a spell is a bit clunky, I feel it'd be much better if you also had a pair of keys to quickcast spell 1 or 2 from the selected Talisman or just directly cast a favorited spell or something. You could also do with reducing the amount of talismans you have, though powerful, switching between them is pretty inconvenient in the middle of a heated battle. Instead of giving us more spells to use, you could instead give us more powerful tools to use, such as buffing your guns and kick with magic. I would also suggest you consider just giving us talisman upgrades, such as making the fireball eventually deal splash damage, in example. It would remove some options, but I feel having better tools is usually better than having a lot of options that kinda cancel each other out. Once you get certain talismans it's no longer worth using the basic elemental spells due to their cost/effectiveness.
Speaking of the kick, I found it pretty slow, and considering the damage it usually does and lack of knockback, I would not consider it a "good" option for close quarters on anything that ain't a zombieman or an imp. It certainly won't be helping you make room to escape, so it's more of a "stealth" option than anything. If you're looking to do things differently I would suggest you replace the kick key with a knife melee, maybe also allow you it to be upgraded with runes. Plenty of mods do quick kicking.
Hope this was at least a bit constructive, and will be looking forward to next version
So far, most of your suggestions (and sone others as well) are pretty much done! Here's some things that are done for next update:
- beefed spells
- beefed kick
- mana regeneration system
- beefed up grenade launcher
- some new items...
This was copied from the changelog, but it'll be detailed once i release it.
Again, thanks for the friendly reception, everyone!