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Isamu Kuno

How I think magic should work in KHIII

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First off, I think all the main spells from KH I and II should appear. Fire, Blizzard, Thunder, Cure, Magnet, Stop, Reflect, Gravity and Zero Gravity. Second, I think all spells should have a 'za level we can use. Third, all spells should have a chance of inflicting a status effect. Here's what I came up with.
 

Fire: Single target projectile attack. Shoot a small fireball at an enemy. May inflict Ignite.
Fira: Single target projectile attack. Shoot a moderately sized fireball that slightly homes in on an enemy. May inflict Ignite.
Firaga: Single target projectile attack. Shoot a large, homing fireball. May inflict Ignite.
Firaza: Single target projectile attack. Shoot a very large fireball that seeks out and always hits an enemy and explodes on contact. May inflict Ignite.
 

Blizzard: Multi target projectile attack. Shoot a small cone of ice shards at the enemy.  May inflict Freeze.
Blizzara: Multi target projectile attack. Shoot a moderately sized cone of ice shards at the enemy. May inflict Freeze.
Blizzaga: Multi target projectile attack. Shoot a large cone of ice shards at the enemy. May inflict Freeze.
Blizza:  Multi target projectile attack. Shoot a huge cone of ice shards at the enemy. May inflict Freeze.
 

Thunder: AoE attack. Call down thunderbolts in a narrow area. May inflict Jolt
Thundara: AoE attack. Call down thunderbolts in a moderately sized area. May inflict Jolt.
Thundaga: AoE attack. Call down thunderbolts in a large area. May jolt targets.
Thundaza: AoE attack. Call down thunderbolts in a large area, the lightning then arcs to nearby enemies. Maby inflict Jolt
 

Cure: Healing magic: Restore a small about of your own HP. May bestow Regen
Cura: Healing magic: Restore a moderate amount of HP to yourself and nearby party members. May bestow Regen.
Curaga: Healing magic. Restore a large about of HP to yourself and party members. May bestow Regen
Curaza: Healing magic. Restore all HP to the entire party as well as all allies. May bestow Regen.
 

Gravity: AoE attack. Flatten enemies to the ground in a small area, removing 15% of their remaining HP, may lower targets defense.
Gravira: AoE attack. Flatten enemies to the ground in a moderately sized area, removing 25% of their remaining HP. May lower targets defense.
Graviga: AoE attack. Flatten enemies to the ground in a large area, removing 50% of their remaining HP. May lower targets defense.
Graviza: AoE attack. Flatten all surrounding enemies to the ground, removing 75% of their remaining HP. May lower targets defense.
 

Zero Gravity:  AoE attack. Lift enemies into the air in a small area, removing 15% of their remaining HP. May inflict Silence
Zero Gravira: Aoe Attack. Lift enemies into the air in a moderately sized area, removing 25% of their remaining HP. May inflict Silence
Zero Graviga: AoE attack. Lift enemies into the air in a large area, removing 50% of their remaining HP. May inflict Silence
Zero Graviza: AoE attack: Lift all surrounding enemies into the air, removing 75% of their remaining HP. May inflict Silence.
 

Aero: AoE attack. Crates a small tornado that damages and knocks away enemies. May stun targets.
Aerora: AoE attack. Creates a moderately sized tornado that damages and knocks away enemies. May stun targets
Aeroga: AoE attack. Creates a large tornado that damages and knocks away enemies. May stun targets.
Aeroza: AoE attack. Creates a huge tornado that damages and knocks away enemies. May stun targets.

 

 

Stop: AoE attack. Halt one enemy’s movements for a set period of time. May confuse target
Stopra: AoE attack. Halt several enemies movements for a set period of time. May confuse targets
Stopga: AoE attack. Halt the movements of many enemies. May confuse target.
Stopza: AoE attack. Halt the movements of all enemies. May confuse targets.

 

Magnet: AoE attack: Draws in enemies. May leave targets floating.
Magnera: AoE attack. Draws in and slightly damages enemies. May leave targets floating.
Magnega: AoE attack. Draws in and damages enemies. May leave targets floating.
Magneza: AoE attack Draws in and severely damages enemies. May leave targets floating.

 

Reflect: Defensive magic.  Guards you against incoming attacks for a short time. May grant invincibility
Reflera: Defensive magic. Guards and reflects incoming attacks against you and nearby party members for a set amount of time. May grant Invincibility.
Reflega: Defensive magic. Guards and reflects incoming attacks against entire party for a while. May grant Invincibility.
Refleza: Defensive magic. Guards, amplifies and reflects attacks against entire party and all allies for a long time. May grant Invincibility.

 

One note about the Invincibility status, it's not as game breaking as you might think. First, it only last for a few seconds and even then will only protect you against a single attack.

 

So, what do you think, should the statuses be different? Should the Spark(light) Balloon(water) and Quake(earth) families be included? What statuses would they have?
Please, discuss.

Edited by Isamu_Kuno

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I don't think they're make a cure entirely spell, their formula for it usually an equation involving the enemy, world level, your level, your stats all divided, added and multiplied by a percentage for complexity and not just having "refill stats" an easy option.  Though I would love it like.  I just don't think they would.  Eventually as your level gets higher you notice your whole HP doesn't fill up again.  

 

I'd prefer an actual attack that shows the motion of water instead of balloon as well.  I didn't even know that was a class of water when I was playing, since balloons can be filled with air.  

 

And while I think the idea of status effects are neat, I'd much rather just cast them myself when I was instead of hoping for the chance of them happening (but I really prefer the command deck in general).  

 

But like if Balloon is water I think a cool status effect would be "Flood"

And right now I can only think of the word Dazzle for light....

 

I want the KH1 Fire, not that ring of fire thing from Kingdom Hearts 2- I could never hit anything! >.<

 

I always prefers the ring of fire (but I started with KH2) in KH1 I find any time I shot fire by the time it gets near the enemy they're moved and it doesn't followed so wasted MP ._.'

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I'm more worried about the MP system! KH2 made us have more fun, but made things way easier xDx

Aren't Zero Gravity and Magnet alike? Though minor differences, I don't see why have both of them. Or you're proposing something different from the ones so far? And isn't Stop (possibly) inflicting two consecutive status?

I liked your ideas for the spells, but unless they make enemies a lot thougher in some point in the game, there's no good reason for -za spells. It just seems over the top...Though it would be awesome!

Magic should be more like you're saying to get more attention. It's one of the coolest things in FF and it doesn't get enough respect in KH. Your system may be just what we need xD

By the way, I think inflicting statuses was a great idea, though the beneficial ones should be separate spells in my opinion.

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I'm more worried about the MP system! KH2 made us have more fun, but made things way easier xDx

Aren't Zero Gravity and Magnet alike? Though minor differences, I don't see why have both of them. Or you're proposing something different from the ones so far? And isn't Stop (possibly) inflicting two consecutive status?

I liked your ideas for the spells, but unless they make enemies a lot thougher in some point in the game, there's no good reason for -za spells. It just seems over the top...Though it would be awesome!

Magic should be more like you're saying to get more attention. It's one of the coolest things in FF and it doesn't get enough respect in KH. Your system may be just what we need xD

By the way, I think inflicting statuses was a great idea, though the beneficial ones should be separate spells in my opinion.

Zero Gravity lifts enemies, but doesn't draw them in and you'd never be able to finish an enemy with ZG because it's percentage based, while Magnet is more like the other spells, where damage is decided by your own stats. In fact, without the statuses, there's be no need for Gravity and ZG both to be there. I feel this way it makes you think about what spell would be most beneficial in different conditions. For example, Flying enemies have always bee hard do hit, the Float status inflicted by Magic makes it so they're basically stuck close to you, practically guaranteeing every strike makes contact. Besides, BbS had both Magnet and Zero Gravity spells.

 

Yes, Stop is a double status, but I figure, if your frozen in time, and suddenly it caught up to you, you'd be pretty confused too. 

 

Maybe they could be, But if the command system is more like KH/KHIII than BbS/3D/Re:Coded which it seems to be from the trailer, I doubt we'd get them separately, if at all,

 

Oh, and to Caity Raindrop and LightChaser, this Fire is like the KH version because Aero acts like fire did in KHII, 

Edited by Isamu_Kuno

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Zero Gravity lifts enemies, but doesn't draw them in.Yes, Stop is a double status.Maybe they could be, But if the command system is more lik KH/KHIII than BbS/3d/Re:Coded which it seems to be from the trailer, I doubt we'd get them separately, if at all,

That's whhat I meant, little differnce xP

Well okay I guess! xD

Yeah, they try to put less magic in the game (in the commands) to keep the fast battle pace, differently from FF where you can pause or there are turns.

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they have 'zas. o.o where have I been?

Riku used Zero Graviza in 3D and Mickey used Stopza in the same game.

 

 

That's whhat I meant, little differnce  xP

Well okay I guess!  xD

 

I expanded my explanations. I hope it shows the merits of the spells better

Edited by Isamu_Kuno

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I want the KH1 Fire, not that ring of fire thing from Kingdom Hearts 2- I could never hit anything!

the ring of fire was definitely a hastle to use Edited by liamaru

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I would love if they gave us the power to craft our own spells I like the mixture of elements they put with moves like spark charge I agree they should give the za level spells but let us make variants of our spells how we want ya know maybe let hewey dewey n louie or the moogles open a magic creating shop or something buy materials or collect them and craft awesome moves and level them up would be awesome if they let the chocobos come to kh

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I would love if they gave us the power to craft our own spells I like the mixture of elements they put with moves like spark charge I agree they should give the za level spells but let us make variants of our spells how we want ya know maybe let hewey dewey n louie or the moogles open a magic creating shop or something buy materials or collect them and craft awesome moves and level them up would be awesome if they let the chocobos come to kh

Like in BbS? That would be cool but, unfortunately, I don't see that happening because the Command Deck will likely be replaced by the old Command Menu from the other two numbered titles.

Edited by Isamu_Kuno

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However, it WOULD be nice if, for once, Sora had some kind of invincibility spell, even if it only lasted for a few seconds. If it only works for one attack, that doesn't seem very cool or efficient.

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Now, trickstertwist, your idea from January 16th is sweet! That WOULD be cool to be able to mix and make your own spells, and/or add "traits" to them, like in BBS., even though I've never actually played it before.

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But, rest assured, when KH HD 2.5 Remix comes out, soon after I get it, I will be playing KHBBS, and as such, have an "expert" opinion on that aspect of that game.

In other words, I haven't played it, but I know a ton about KHBBS (and KHBBSFM), thanks to khwiki.com

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I think 'zas should be like super big AOE's that you'll have to charge up for a long time. Like the karmic streaks in Infamous second son.

Nah. Just make the game harder so it can't be OP. Anyways they should allow us to switch between KH1-style magic, and KH2-style magic and any other style magic to show haw masterful Sora and the rest became in magic, to give the players options, and add variety.

Edited by The Rocky Shoe

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If Poison, Ignite, and/or Jolt come back in any way, I suggest making them somewhat more powerful. In KHBBS, Poison and Ignite killed none but the weakest of enemies with the smallest amounts of HP, and they barely put a dent in bosses, even the ones that WERE vulnerable to those statuses.

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