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(738.59 KB 1936x1500 sphere_grid.png)

I dunno, fucking RPG elements thread? Anonymous 12/08/2025 (Mon) 17:32:06 Id: 29b467 No. 1999743
I don't get it. >Cure under strength >Mug under defense >Fira under agility >Flare under accuracy
Edited last time by Mark on 12/08/2025 (Mon) 17:51:24.
>>1999743 Could work as an Elemental theme thread in video games. I want to ask what's your favorite way video games have implemented them thematically or mechanically? Personally, I prefer when any element does something beyond raw damage in general when it comes to damage. Thematically I like it when they're used to highlight factions in games similar to how MtG does them as color factions.
Maybe unrelated, but I'd like to take a moment to shit on modern RPGs that fake a sense of complicity by filling the screen with 1000 UI elements when the gameplay is essentially one-button-spam. Like XC2 for example. Pretty much just gatcha gameplay, but with a $60 price tag and a couple of attractive characters at best.
>>1999919 >Personally, I prefer when any element does something beyond raw damage in general when it comes to damage Haven't played too many games with elemental themes, but in Might and Magic 6-8 most elements have unique niches. Water has enchant item and teleportation spells, air lets you see enemies on a minimap, earth gives you protection. Fire is mostly damage dealing but it is fire. It's interesting how fire is always red and water is always blue but nobody can seem to decide on what colors earth and air should be. I've seen green/yellow, yellow/green, brown/green, gold/light blue, brown/yellow, and brown/purple. I also really prefer a smaller roster of elements and view some of the more special elements as part of more general elements. Like lightning is part of air, and ice/cold is part of water. I'm always a bit iffy about special element interactions where you deal more damage to enemy elements or are more resistant to the same element. Always leads to really annoying levels and enemies which are hard to deal with if you don't have the right element.
>>1999743 why is lighting the fast element it should be the big dick slow charging oneshot move element like in nature
>>2000273 >lighting It shouldn't even be an element, but a mixed element between "light" and "ning", and yes, there should be darkning as well.
>>2000273 >>2000488 Wouldn't lightning be an advanced element if we're going by how it acts in nature? Something about how it can light things on fire while also being caused through certain air pressures. It would probably be a hybrid of air+fire at the very least.
>>1999743 >I don't get it. >Cure under strength Can make sense if you think about healing magic as "returning strength to the body". Though in the spehere grid case it's probably more to enable paladin/holy knight builds.
>>1999743 >steal and mug aren't close to each other >full life and regen are even farther apart
>>1999743 Actually now I got it, pic rel is the actual sphere grid in game. The stats aren't actually the same for different grid sections OP pic is a special grid designed for statmaxing.
>>2000802 Also >Kimahri has Ultima >Rikku closer to ultimate white spells than Yuna Still kinda weird


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