Too much magic

If its unrelated to the other Legend of Legaia forums, post it here.
Post Reply
User avatar
Sephirothansylar
Level 19
Posts: 187
Joined: Tue Nov 12, 2013 3:28 pm
Location: Kansas

Too much magic

Post by Sephirothansylar » Mon May 19, 2014 9:54 pm

I kind of felt like Legend of Legaia had too much magic. Some of it was bad and some of it I didn't even use. I think if they stuck to 2 magic per element would have been better.
Here's a chart on each one

Fire:
Gimard: Awesome fit. It is a great magic to have as your first one and fits into the game well.
Zenoir: Terrible...It looks ugly and like other people have said "like a hand". Not only should this not be an absorb-able seru but I feel like maybe it shouldn't even be an enemy.
Gola Gola: Great. I personally like gola gola a lot. It's a very good aoe and it is boosted by Vahn's same element bonus.

Water:
Gizam: Terrible. Gizam is the first real aoe you can get I believe but it is just terrible. The damage is so weak even at high levels it's just not worth using. It does poison which maybe is good for bosses if they can even be poisoned but otherwise just bad. I do like him as an enemy though.
Freed: So-so. I'm not a big fan of freed. I never used his magic much and I could be wrong but I don't think it's that powerful.
Slippery: Fair. Slippery seemed like it did decent damage but even so I failed to use it.

Earth:
Mushura: No. Mushura is terrible imo. He looks almost comical and I'm not really a fan of him as an enemy even. His magic damage is terrible and it's a pseudo-aoe.
Kemaro: Nerf. Kemaro was probably the god of the game. His damage was absolutely ridiculous. I watched a low level playthrough and they used kemaro from the time they got it until Final Songi. They might have even used it for the final boss don't think I watched that battle. This magic totally needs a nerf and it will fit in almost perfect.
Iota: Bad. Pretty sure this one did some terrible aoe damage. Maybe with a buff this one would fit in.

Wind:
Swordie: Great. I loved swordie. He gains exp from every hit though which is why he is a breeze to level. I think he fits in how he is nicely.
Nova: Fair. Nova seemed to be good damage for the time you got it but Kemaro way outclassed it like 15 minutes later at Ratayu if you were able to acquire 1-2 of the "boss" Kemaros.
Barra: Superb. Barra almost compared to Kemaro especially if Noa was using it due to wind element boost.

Thunder:
Theeder: Good. Even though I'm not a fan of pseudo-aoes I did enjoy Theeder for what he was. He did excellent damage for quite a while and was probably the best pseudo-aoe in the game based on hit chance.
Viguro: Decent. Not a big fan of Viguro's magic. It costs a hefty 64 mana and isn't insanely powerful probably due to the fact that you can acquire 1-2 on the first land where a 1k aoe is fairly strong for a while.
Gilliam: Interesting. I felt gilliam wasn't as strong as I hoped especially where successfully absorbing him is insanely hard(like 2% I think so I assume 4% with ivory book). I loved him as an enemy and as a magic(if only his magic did a little more he would be perfect).

Light:
Vera: Good. Vera fits in almost perfect. Gain it early on for a magical heal to keep your party going without wasting items.
Orb: Bad. Imo you get orb too close to spoon. If you wait until after Jeremi to get orb then you only have it for the underground, ratayu, and dohati's castle before you get spoon. Not a bad aoe heal but just doesn't fit in perfectly.
Spoon: Amazing. The best healing the game has to offer unless you count Horn.
Aluru: Umm. So this one doesn't make much sense. It goes against the usual 3 magic per element that the game seems to have AND it isn't like the other 3 light magics that heal while this one is a damage/possible annihilation. I think if Aluru was turned into a dark element it might fit much better.

Dark:
Nighto: Scoffs. I hate Nighto. Absolute garbage spell imo. Confusing an enemy isn't really that great. Annihilating an enemy is ok but in a way cheap. Using this on Berserker or Lapis shouldn't even be allowed(Game Developers why didn't you make them immune to annihilation?) Then the best part about him is when he does a "No Effect". That helps your cause immensely.
Puera: So-so. Never used him much but I'm pretty sure he is under-powered.

New list of absorbable seru

Fire:
Gimard
Gola Gola

Water
Freed
Slippery

Earth
Nerfed Kemaro
Iota

Wind
Swordie
Barra

Thunder
Theeder
Gizam

Light
Vera
Spoon

Dark
Puera
Aluru

This would make it a perfect 2 magic per element and get rid of the ones I'm not real fond of. It's about 50% less magic so getting every magic to level 9 would be 50% easier and there wouldn't be so much to choose from(not a bad thing but when garbage is mixed in not a good thing either).

What are your opinions on seru magic?
Death doth rain....Death doth reign

Fastest way to rake in fishing points(about 1,000/minute aprox.)
https://www.youtube.com/watch?v=IZF8OCR9T3E

GoldenPower89
Level 57
Posts: 1638
Joined: Mon Sep 09, 2013 3:12 am
Location: Indiana

Re: Too much magic

Post by GoldenPower89 » Mon May 19, 2014 10:04 pm

Too much magic? Nah. I little variety is nice. I don't think they had the thought in mind that everyone would try to get every type of magic to level 9 on a single playthrough. That would likely take longer than getting to level 99 without Crimson Books.
Image

User avatar
Zup
Level 99
Posts: 9978
Joined: Sun Sep 25, 2011 11:22 pm

Re: Too much magic

Post by Zup » Tue May 20, 2014 9:12 am

Zenoir is the greatest fire Seru dawg.

All the earth ones are dope. Mushura's rad.

Nighto workin' on Berserker's aight with me honestly since he isn't really a character and it makes sense that you murder him. Plus it's not the most surefire thing so I think it works aight. Neat lil alternative there.

I do agree that magic is pretty much useless save for Kemaro and the healing spells, though. Regular attacking felt way more efficient and it looked even cooler than most of the spells anyway.
Image

Post Reply