Exactly this. I think people have become spoiled by the "recent" fantasy games development. I mean, it's not like DM/EotB created that casting system because there was no other way. Look at "Realms of Arkania: Blade of Destiny"/ "DSA:Schicksalsklinge", which had been released only one year after EotB. They had a "quick cast" system. Then again, the RoA/DSA games had a whole different combat system altogether. Removing the mechanic to manually choose the runes for every cast is like removing the mechanic to only walk in squares. It IS not the most efficient way, or the most fun way. But it is part of the game's mechanics and part of which the game's mechanics (e.g. AI) are designed around. It is what makes LoG, EotB, DM and all those games what they are. It's their flavour and appeal.Mychaelh wrote:It's all about the need to concentrate on the runes and switch away awareness from the surroundings for a moment.
Casting strong spells needs practice and sometimes fails. But it's not the game RNG, that makes the determination here.
It's all about your own ability 'to pull the stunt'.
That is good game mechanic design and not bad UI design.
If there's something I'd actually would want to change, then that LoG seems to save input when moving. Going one square ahead than intended (or running against a wall) happened to me so often it's getting annoying. And that is not a game mechanic. That is - what I'd call - input sensitivity. I release the button and my characters should stop moving. But THAT is a big difference to the magic system.
If you want to easy-cast, I'd suggest WoW. They've got shortcuts.