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What if the type of magic you have depends on the keyblade that's equipped?

Posted

I started thinking about this while I was reading the recent Famitsu interview and coming up with this topic. Since Command Styles are going to be dependent on keyblades, I thought it would be cool if the type of magic you would get is dependent of keyblades as well. That way players would go back to previously collected keyblades because it would have a load out they would need for a boss or to better fit their play style instead of just changing your keyblade because it's stronger than the one you just previously got like in a lot of KH games.

 

For example, Kingdom Key would have all the types of magic but they would only be on the first level and Bond of Flame would just purely be fire based magic of all levels and no cure spells. So you would use Bond of Flame on someone like Demyx who is weak to fire and it would make the fight quicker, but you would be a glass canon without cure and you would need to make sure your hits count. On the other hand you could use Kingdom Key which has cure so you can at least heal and you will last longer but your fire is weaker so you would do less damage and the battle will last longer.

 

This way no keyblade is just stronger than the other, but it will have differences that you may or may not want even though one maybe stronger than the other in strength or magic stats. This also would mean there is no one way to do a fight and every fight will be different. There could be a keyblade with all healing based magic but no attacking ones, one with magic from BBS like mega flare, one that is only limits from KH and limit form, etc. The only keyblade that would have the max level of all the basic magic would be the Ultima Weapon, but even then it wouldn't have the more unique ones that the others would have, so it would only be the best in strength and magic stats.

 

I know this probably won't happen, but I think it would be pretty cool and another way to keep the game fresh and dynamic without the player being over powered. This idea also came to mind when I saw that Curaga in 0.2 won't take away all your MP. I also thought it would be cool if different levels of magic did different things and acted different like in days and only level one spells are the ones that let you float slide(when Sora and Aqua move while using magic).

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tbh that kinda just wrecks the whole Magic part of the Command Menu (which would suck since we just got the Command Menu back) and I feel that it would be more limiting to the player then preventing them from being overpowered (2FM superbosses and higher difficulties were a good response to the OPness in the game). If you want certain magic loadouts for bosses or for play styles... that's basically what shortcuts are for.

Besides, if Keyblades already have different transformations and Shotlocks, adding specific magic to each one (and probably including different shortcuts for each) feels like too much imo

 

Addition: Having Days-style spells would be alright I suppose, but actually now that I think about it, it would probably clutter up the Magic menu xDx

Edited by Xiro

While your idea sounds pretty cool, I prefer for the Magic system to be like it is in Kingdom Hearts I and II, where you have them on the Command Menu and you can put them into Shortcuts!  Making one type of magic restricted unless you have a certain Keyblade equipped sounds more trouble than it's worth, but yeah, it's still a cool idea, nonetheless! :)

I really love it! Adding a layer of strategy would be cool! I always played Kingdom Hearts with strategy in mind. Do I use the most powerful Keyblade or do I use the one most effective to the situation? On the Xaldin fight, I was always getting killed so I figured...instead of letting mickey come in, I could avoid all that by thinking before I fight. What would I need to defeat him without mickey? I ened up bringing assloads of hi-porions and ethers and grinding a bit before heading back. But when I got back, I was a bit too prepared as I beat Xaldin in about 10-15 minutes. I was lv. 30 coming into this point of the game...I went in level 35 and did a little too well. It's all about planning ahead. Do I need the strongest keyblade or is the one I already have equipped good enough? Your idea sounds good in theory, but it would definitely piss a few players off...

 

But good idea! I love it! I hope Tetsuya Nomura uses the idea or something similar in a future game.

  • Author

tbh that kinda just wrecks the whole Magic part of the Command Menu (which would suck since we just got the Command Menu back) and I feel that it would be more limiting to the player then preventing them from being overpowered (2FM superbosses and higher difficulties were a good response to the OPness in the game). If you want certain magic loadouts for bosses or for play styles... that's basically what shortcuts are for.

Besides, if Keyblades already have different transformations and Shotlocks, adding specific magic to each one (and probably including different shortcuts for each) feels like too much imo

 

Addition: Having Days-style spells would be alright I suppose, but actually now that I think about it, it would probably clutter up the Magic menu xDx

 

 

While your idea sounds pretty cool, I prefer for the Magic system to be like it is in Kingdom Hearts I and II, where you have them on the Command Menu and you can put them into Shortcuts!  Making one type of magic restricted unless you have a certain Keyblade equipped sounds more trouble than it's worth, but yeah, it's still a cool idea, nonetheless! :)

No, it would be the command menu and you can still put on short cuts. Also, it's not only just one type of magic for all the keyblades but it can be mixes as well. As for 2FM there is only like 2 or 3 ways to beat a secret boss without trying to style on it, which isn't keeping it fresh imo. The short cuts in kh2 are always the same for all players, cure on X, reflect, fire, and thunder, were as with Days no one short cut or load out was the same. Plus, the magic in KH3 are already kind of acting like Days'.

 

I really love it! Adding a layer of strategy would be cool! I always played Kingdom Hearts with strategy in mind. Do I use the most powerful Keyblade or do I use the one most effective to the situation? On the Xaldin fight, I was always getting killed so I figured...instead of letting mickey come in, I could avoid all that by thinking before I fight. What would I need to defeat him without mickey? I ened up bringing assloads of hi-porions and ethers and grinding a bit before heading back. But when I got back, I was a bit too prepared as I beat Xaldin in about 10-15 minutes. I was lv. 30 coming into this point of the game...I went in level 35 and did a little too well. It's all about planning ahead. Do I need the strongest keyblade or is the one I already have equipped good enough? Your idea sounds good in theory, but it would definitely piss a few players off...

 

But good idea! I love it! I hope Tetsuya Nomura uses the idea or something similar in a future game.

Idk, I thought people liked the magic from days and how diverse it felt and how you can tailor it to your play style. Imo, it fell like they were actually trying to make magic interesting and give you a reason to use it. 

Edited by Kingdomhe

I'm really not a fan of this idea personally. It already seems like they're making magic more important with thei dynamic magic system since it already affects the environment and causes status conditions, I don't think it needs to be restricted, because you know for a fact that the new Olympus keyblade we saw (the charriot one) would be thunder exclusive. Besides, there's the Blizzard thing, it makes it possibe to use Flomotion anywhere and doing it this way means some Keyblades wouldn't have Blizzard so if you in a wide open area (like the field in Corona) you won't be able to use flowmotion at all.

Edited by Isamu_Kuno

  • Author

I'm really not a fan of this idea personally. It already seems like they're making magic more important with thei dynamic magic system since it already affects the environment and causes status conditions, I don't think it needs to be restricted, because you know for a fact that the new Olympus keyblade we saw (the charriot one) would be thunder exclusive. Besides, there's the Blizzard thing, it makes it possibe to use Flomotion anywhere and doing it this way means some Keyblades wouldn't have Blizzard so if you in a wide open area (like the field in Corona) you won't be able to use flowmotion at all.

Well, we've only seen blizzard effect the environment in a way that you can use it for combat, thunder and fire only adds status effects from what we've been shown and that's nothing new, and aero only twists the grass, but there might be something for them if they show a different world. I wouldn't mind the Olympus keyblade only being thunder as long as each level of thunder is different from each other. If you're in an open field then just switch to a keyblade that has blizzard.

That will be terrible. I will probably end up with a Ugly and weak Keyblade just because Blizzard is Great.

No, it would be the command menu and you can still put on short cuts. Also, it's not only just one type of magic for all the keyblades but it can be mixes as well. As for 2FM there is only like 2 or 3 ways to beat a secret boss without trying to style on it, which isn't keeping it fresh imo. The short cuts in kh2 are always the same for all players, cure on X, reflect, fire, and thunder, were as with Days no one short cut or load out was the same. Plus, the magic in KH3 are already kind of acting like Days'.

 

Idk, I thought people liked the magic from days and how diverse it felt and how you can tailor it to your play style. Imo, it fell like they were actually trying to make magic interesting and give you a reason to use it. 

Still, having access to only two or three spells is worse than having access to all of them. As for "shortcuts are the same for all players", that simply isn't true. I'm fairly certain that the loadout you gave is not the same as what I have. I guess people usually shortcut Cure and Reflect one they get them, but the other two slots are fair game, with four other spells and other items to choose from. Heck, I'm pretty sure speedrunners shortcut Potions instead of Cure because for them it's not worth the MP.

  • Author

Still, having access to only two or three spells is worse than having access to all of them. As for "shortcuts are the same for all players", that simply isn't true. I'm fairly certain that the loadout you gave is not the same as what I have. I guess people usually shortcut Cure and Reflect one they get them, but the other two slots are fair game, with four other spells and other items to choose from. Heck, I'm pretty sure speedrunners shortcut Potions instead of Cure because for them it's not worth the MP.

Well the majority has the shortcuts I've stated, I've watched countless LP's of KH2 and KH2FM and while I don't watch a lot of Speedrunners, I definitely know they don't play the game how you would normally.

No, it would be the command menu and you can still put on short cuts. Also, it's not only just one type of magic for all the keyblades but it can be mixes as well. As for 2FM there is only like 2 or 3 ways to beat a secret boss without trying to style on it, which isn't keeping it fresh imo. The short cuts in kh2 are always the same for all players, cure on X, reflect, fire, and thunder, were as with Days no one short cut or load out was the same. Plus, the magic in KH3 are already kind of acting like Days'.

 

Ah, okay, I see what you mean!  You got yourself a good point there, bud!

Well the majority has the shortcuts I've stated, I've watched countless LP's of KH2 and KH2FM and while I don't watch a lot of Speedrunners, I definitely know they don't play the game how you would normally.

Fair point. I just thought it was a bit too much of a generalization.

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