A bunch of these don't really feel chaotic enough, tbh. I feel like, at minimum, they should all at least have the caster screaming in pain, and have frenzy aftertrails. Given the sheer number, having them all come from the eyes might be a bit much (though for stuff like Mark of Frenzy, you could probably bullshit that it's coming out of the eyes and the caster is just doubling over in pain), but the screaming and trails of frenzy are a big part of the school's flavor.
That's this mod's big issue - so many new spells, but a solid 50-70% of them are just poor attempts at re-flavors to give every school the same option. I'd much rather only a few, highly specialized spells get added, that focused more on the flavor of the school. Not every school needs a teleport or an infinite duration buff or a spammable bolt.
@@Marx_D._Soul Yeah. The whole thing it has where no school can overlap(every school must be different from every other school in terms of either damage type(physical, fire, lightning, holy, magic), stat requirement(int, fai, int/fai, int/arc, fai/arc) or spell type (incantation, sorcery) with no exceptions) and every school must have a spell for every situation is my biggest issue with the mod. It means Crucible and Bestial incantations are mashed into one school, spirit magic now includes sleep magic, while ice lightning is ballooned from one spell into an entire school (of sorcery instead of incantation), a bunch of spells are moved weirdly (Servant of Rot magic now also includes bleed and deathblight magic for no reason, the mining sorceries are gravity magic, black blade in godskin magic), entire schools are missing (all glintstone sorcery is under one school, all gold spells are under one school, and I think some spells are missing), schools are all a lot more samey because they all have a similar suite of spells, a bunch of schools lost damage versatility (gravity spells are all physical, erdtree spells are all holy, dragon communion's gone as far as I can see), damage and stat requirements are changed against the school's flavor (godskin and ghostflame deal holy damage, night sorcery needs faith, cold sorcery needs arcane, frenzies flame and godskin incantations need int), and every spellcasting tool is only useful for one school of magic so it's suboptimal and difficult to effectively use multiple schools at once.
@@someguywiththeotherotherna940 There are three problems though: 1. the vanilla spells still have the screaming, which makes the inconsistency obvious. 2. the Flame of Frenzy being impossible to fully control and destructive towards even its most valuable minions is a plot point. 3. the spells being marked by the Tarnished screaming is part of what makes the incantations feel like Frenzied Flame magic rather than off-color Giantsflame.
Honestly kinda disappointed with some of these - they're not really as chaotic as they really ought to be (Frenzied Burst outright had its cool wiggly trail removed!) and Tendrils of Shabriri going in a perfectly straight line both looks bad and feels very off-theme. Eye of Chaos is an incredibly cool concept, however, as are some of the modal buffs - there's some good stuff here~
Why do I feel like a lot of the spells in this mod do either no damage or are basically the exact same as the base game spells? (Not just these spells but like the fire ones, the ice ones, the lightning ones etc)
I mean even in base game there are many spells that are the same thing but better and the no damage is probably balancing to make it so you can’t just breeze through the game and can actually see utility and fully embrace the class you chose also could be the case of the player only hitting bare levels with no upgrades to use the spells since their mind endurance and vigour seems to be on the lower end which to get all the spells you would need to fight difficult bosses
i think they werent using an upgraded seal + the damage type scaling on different seals is really strong and can really neuter the damage. i also think since its an alpha theyre supposed to make it so enemies can be affected by madness later, if the new bosses can be affected by it then its definitely the case but i actually havent seen any proof im just assuming
Whoever added these incantations in as part of the mod really doesn't understand the frenzied flame. I dont know why they decided to have some of them be cast from your hands, when the whole point with the frenzied flame was that it emanated from your eyes.
This criticism in't really correct as the DLC has added a spell that is not cast from the eyes, Midra's flame of Frenzy. You could say that these spells are the results of zealots and ascetics partially taming the frenzied flame and being able to conjure it in a more controlled manner, rather than allow it to spew uncontrollably from the eyes
@@Lazarus_CardinalisI get the torch point, but with Midra’s Flame of Frenzy, your eyes actually do burn as they emanate the flame, and the maddening hand has multiple eyes stitched into it
@@Lazarus_CardinalisYou see flames spouting from the eyes and going upward, suggesting that IT DOES come from the eyes Frenzied Flame resides within, with the eyes being the clearest indication and their primary source out of the host other than screaming. So, yes, OP is still correct
@@luzy7959 I downloaded it yesterday and was surprised how easy it was to setup and switch between vanilla and convergence. I would say now that i have played it, its definitely worth it especially because its so easy to switch between the two.
Easily the coolest new class, as even in the base game the og spells were awesome with vfx and power, and here we have even more. Could be a bit more.. ahhh... chaotic, with the casting effects, esp on the caster, but otherwise, this looks rad as hell.
I was kinda expecting more than that but you know what it’s alright I like some of these I can see some used in PvP (for example chaos beam it’s pretty much frenzied burst but with less damage
I don't remember where I picked up either of the two Frenzy Seals, but I don't think it was in the Sewers. I know they want people to explore the changed world themselves (and I have... extensively. I've 100%ed everything barring Dungeater's quest and the final trio of bosses), but it would be nice to have access to a log of weapon, catalyst, and armor locations. Also, some of the changed item locations don't make sense (Why is the Vulgar Militia armor in Farum Azula lmao)
They changed the infusion system so you can give basic weapons a frenzy infusion that does fire damage and scales with Faith/Int (some spell catagories got changed. Frenzy is Int/Fath instead of just Faith. I'm unsure if it changes the visual effects at the time of writing but I hope so. It's not quite a spell infusion but it's something
Check the notes and they tell you the location, if not sure where to find the note for Frenzy. Just make a new character and take the teleport then look on the map and it will pin point to where you have to go on the map on your main character. The final spells though require you to do Hyetta's questline.
@@SargatoVerse the team had said this version of convergence wouldn't be purely caster focused so these "max fp way down" permanent buffs are great for the melee oriented
man, these all kinda look lame. you really didnt need this many samey spells eye of frenzy, eye of chaos and apocalyptic flames look pretty cool though
I mean, some are samey, but the point of having so many spells is that you have options. Frenzy is actually a viable build now. So is Poison/Rot, Blood is even better, Golden Order spells, etc. There's so much build variety, you won't ever get bored of Elden Ring.
MAY CHAOS TAKE THE WORLD!
Yes!!
@@SargatoVerse how did you find the apocalypse flames?
May Chaos Take The World
A bunch of these don't really feel chaotic enough, tbh. I feel like, at minimum, they should all at least have the caster screaming in pain, and have frenzy aftertrails. Given the sheer number, having them all come from the eyes might be a bit much (though for stuff like Mark of Frenzy, you could probably bullshit that it's coming out of the eyes and the caster is just doubling over in pain), but the screaming and trails of frenzy are a big part of the school's flavor.
loser
That's this mod's big issue - so many new spells, but a solid 50-70% of them are just poor attempts at re-flavors to give every school the same option.
I'd much rather only a few, highly specialized spells get added, that focused more on the flavor of the school. Not every school needs a teleport or an infinite duration buff or a spammable bolt.
@@Marx_D._Soul Yeah. The whole thing it has where no school can overlap(every school must be different from every other school in terms of either damage type(physical, fire, lightning, holy, magic), stat requirement(int, fai, int/fai, int/arc, fai/arc) or spell type (incantation, sorcery) with no exceptions) and every school must have a spell for every situation is my biggest issue with the mod.
It means Crucible and Bestial incantations are mashed into one school, spirit magic now includes sleep magic, while ice lightning is ballooned from one spell into an entire school (of sorcery instead of incantation), a bunch of spells are moved weirdly (Servant of Rot magic now also includes bleed and deathblight magic for no reason, the mining sorceries are gravity magic, black blade in godskin magic), entire schools are missing (all glintstone sorcery is under one school, all gold spells are under one school, and I think some spells are missing), schools are all a lot more samey because they all have a similar suite of spells, a bunch of schools lost damage versatility (gravity spells are all physical, erdtree spells are all holy, dragon communion's gone as far as I can see), damage and stat requirements are changed against the school's flavor (godskin and ghostflame deal holy damage, night sorcery needs faith, cold sorcery needs arcane, frenzies flame and godskin incantations need int), and every spellcasting tool is only useful for one school of magic so it's suboptimal and difficult to effectively use multiple schools at once.
I like the fact that they don't scream because it feels like they have full control over the flame of frenzey.
@@someguywiththeotherotherna940 There are three problems though:
1. the vanilla spells still have the screaming, which makes the inconsistency obvious.
2. the Flame of Frenzy being impossible to fully control and destructive towards even its most valuable minions is a plot point.
3. the spells being marked by the Tarnished screaming is part of what makes the incantations feel like Frenzied Flame magic rather than off-color Giantsflame.
thank you so much for this showcase, i hope you make more for all the spell types
I will try, I just need to find all the locations of where they are.
The art for some of the news spells are amazingly done
Yeah they are pretty amazing :D
While i dont necessarily like how some of these function, its funny how Midra in the dlc uses like a third of these moves lol
Honestly kinda disappointed with some of these - they're not really as chaotic as they really ought to be (Frenzied Burst outright had its cool wiggly trail removed!) and Tendrils of Shabriri going in a perfectly straight line both looks bad and feels very off-theme.
Eye of Chaos is an incredibly cool concept, however, as are some of the modal buffs - there's some good stuff here~
Ye
Plus, the lack of screaming.
Glorious! Simply glorious!
Thank you :D
Why do I feel like a lot of the spells in this mod do either no damage or are basically the exact same as the base game spells? (Not just these spells but like the fire ones, the ice ones, the lightning ones etc)
I mean even in base game there are many spells that are the same thing but better and the no damage is probably balancing to make it so you can’t just breeze through the game and can actually see utility and fully embrace the class you chose also could be the case of the player only hitting bare levels with no upgrades to use the spells since their mind endurance and vigour seems to be on the lower end which to get all the spells you would need to fight difficult bosses
i think they werent using an upgraded seal + the damage type scaling on different seals is really strong and can really neuter the damage. i also think since its an alpha theyre supposed to make it so enemies can be affected by madness later, if the new bosses can be affected by it then its definitely the case but i actually havent seen any proof im just assuming
@@erliqwen2306the base game probably has better variety than this lmao
Whoever added these incantations in as part of the mod really doesn't understand the frenzied flame. I dont know why they decided to have some of them be cast from your hands, when the whole point with the frenzied flame was that it emanated from your eyes.
This criticism in't really correct as the DLC has added a spell that is not cast from the eyes, Midra's flame of Frenzy. You could say that these spells are the results of zealots and ascetics partially taming the frenzied flame and being able to conjure it in a more controlled manner, rather than allow it to spew uncontrollably from the eyes
Not to mention the frenzied torch and maddening hand items from the DLC
@@Lazarus_CardinalisI get the torch point, but with Midra’s Flame of Frenzy, your eyes actually do burn as they emanate the flame, and the maddening hand has multiple eyes stitched into it
@@Lazarus_Cardinalis one summons the eye while the madding hand has multiple eyes on it, so you are incorrect
@@Lazarus_CardinalisYou see flames spouting from the eyes and going upward, suggesting that IT DOES come from the eyes
Frenzied Flame resides within, with the eyes being the clearest indication and their primary source out of the host other than screaming. So, yes, OP is still correct
Thank you for the showcase. Another reason why i should get a pc 😊
Yeah having a PC is amazing!
Im torn between downloading this now or waiting for a 1.0 release🤔
I'd just download the mod now, trust.
I will honestly wait myself, depends on how long it takes
@@luzy7959 I downloaded it yesterday and was surprised how easy it was to setup and switch between vanilla and convergence. I would say now that i have played it, its definitely worth it especially because its so easy to switch between the two.
Easily the coolest new class, as even in the base game the og spells were awesome with vfx and power, and here we have even more. Could be a bit more.. ahhh... chaotic, with the casting effects, esp on the caster, but otherwise, this looks rad as hell.
I was kinda expecting more than that but you know what it’s alright I like some of these I can see some used in PvP (for example chaos beam it’s pretty much frenzied burst but with less damage
Is it for consoles
@@techrex5573 bruh
Perfectly balanced
Does anyone actually know where to get the second frenzy seal in this mod? Didnt get it from hyetta
I don't remember where I picked up either of the two Frenzy Seals, but I don't think it was in the Sewers. I know they want people to explore the changed world themselves (and I have... extensively. I've 100%ed everything barring Dungeater's quest and the final trio of bosses), but it would be nice to have access to a log of weapon, catalyst, and armor locations. Also, some of the changed item locations don't make sense (Why is the Vulgar Militia armor in Farum Azula lmao)
The merchant at the hermit merchant's shack in the leyndell outskirts sells the second frenzy seal.
@@ofnightmare4601thank you so much I’ve been searching every catacomb for hours looking for that forgetting merchants exist
Looks cool. Just wish there was a frenzy flame armament 🙁
They do have more weapons that cause madness and does fire damage which is solid damage.
Yeah those new weapons are pretty dope. Loving the new Nomad’s Kilij. But having your weapon coated in frenzy flame would look amazing.
They changed the infusion system so you can give basic weapons a frenzy infusion that does fire damage and scales with Faith/Int (some spell catagories got changed. Frenzy is Int/Fath instead of just Faith. I'm unsure if it changes the visual effects at the time of writing but I hope so. It's not quite a spell infusion but it's something
Vykes spear
Can this be played with coop?
Yes with seamless co-op you can
@@SargatoVerse thanks buddy 👍🏻
What does oath of darkness do?
where are they ????
Check the notes and they tell you the location, if not sure where to find the note for Frenzy. Just make a new character and take the teleport then look on the map and it will pin point to where you have to go on the map on your main character. The final spells though require you to do Hyetta's questline.
How do i get the mod?
Ngl I laughed seeing you use the last spell and your max fp get cut so low you can't undo it
It's pretty funny yeah lol the trade off is nice for HP regeneration
@@SargatoVerse the team had said this version of convergence wouldn't be purely caster focused so these "max fp way down" permanent buffs are great for the melee oriented
@@BigHatLoganGaming Ohh that make's sense
I need this
It's so much fun!
so were inescapable frenzy and howl of shabriri modified somehow?
I think Howl of Shabriri just gives a different buff in the mod.
Pero por la Locura...que estoy viendo, whoau, vale la pena probar este mod, está de locos jajajaja 🔥w🔥
¡Que el Caos se apodere del mundo!
hol up chos beam? midra uses that in the dlc....
It was foreshadowing of Midra 🤯
this just makes me wish pve could get inflicted with madness. feels almost pointless otherwise.
Pve enemies can get inflicted but there's no animation it's only doing a chunk damage similar to bleed or frostbite
man, these all kinda look lame. you really didnt need this many samey spells
eye of frenzy, eye of chaos and apocalyptic flames look pretty cool though
Are you joking? This is amazing stuff here.
@@Aureilius2112 i mean its pretty cool but dont you see the problem with having so many spells? most of them quite literally feel the same
@@tottalynotc You wouldn’t use that many at once, it just gives you more way more options.
@@tottalynotc the fact that I enjoyed ds2 magic, I don’t see a problem with a lot of similar spells
I mean, some are samey, but the point of having so many spells is that you have options. Frenzy is actually a viable build now. So is Poison/Rot, Blood is even better, Golden Order spells, etc. There's so much build variety, you won't ever get bored of Elden Ring.
These are not cool
Ur mom