And of course the utility spells needed while out and about. Complimenting spells in groups and not too many duplicates so you have room for all the ones you need. Its to force the player to set up their 4 sets intelligently. In the case of giving the player 4 spell sets I agree with you. When looking at the purpose of a game mechanic you have to think about the reason it exists and how it effects the player. I hope you are never in charge of game design anywhere. I might also want one or two RoR talents, but that feels like a bad decision because of how small of a part the RoR plays in the central game. I would love to max out the first three trees and get some stealth talents too, and that's not possible. His feather still moves, despite him messing the spell up nearly entirely.Īnd finally, just because you think some talents are useless and not worth getting, doesn't mean others think those talents aren't worth getting. Look at Wingardium Leviosa when Ron tries to cast it originally in the movies. Many spells are just less effective if the wandwork isn't stellar. You've also assumed that imprecise wandwork can have wildly inconsistent effects, which isn't true for a number of spells. It also gets pointed out in the game that you're a natural at wielding magic, so it doesn't matter if the PC is new to magic, because he or she is already good enough after one season to impress the teaching staff. Remembering more than 4 spells is not some weird thing you need to work extra hard for, and even Ron could manage it in his first year. That's totally unnecessary hyperbole.įurther, we're talking about being able to cast more than 4 different spells at a time. Okay so first of all, don't just presume without any indication that someone is getting bent out of shape.
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