Magic at early stages need some love

Magical damage at early stages completely useless and obsolete compated to damage from ever basic ranged weapons.

1 to 2 fire damage with 2 turns countdown at cost of 30 mana is a bit useless (firedart). (it less then 1 damage per turn at cost of 15 mana per turn)

Damaging spells without mage specialization complete waste of mana.

 

Also spells can be resisted, but never go critical, possibly high spell mastery shoud provide a bit more effect that 95% hit rate.

10,751 views 11 replies
Reply #1 Top

yeah the game could use some form of free spell for starting mages - something like the D&D classic "arcane missiles". it could be really cheap (like 3 mana or something), deal decent damage for a low level spell and stop scaling at low/mid levels (like 1-5 per level up to a maximum of 5-25 *hint hint D&D rip-off*). you could use that spell as your baseline attack that gets unlocked with picking mage spec (just like counterspell) 

a destruction minded mage probably would stop using it once the real damage spells outscale it, and a summoner or healer mage could spam it when he has nothing better to do or wants to limit mana usage on trivial fights.

 

 

Reply #2 Top

I think the damage of all spells should be x + y per shard, because otherwise the spells are useless at the lower levels and overpowered at the higher levels.

Reply #3 Top

Magic damage at endgame at the moment is overpowered, so there needs to be some semblance of balance.

Reply #4 Top

I

Quoting Azunai_, reply 1
yeah the game could use some form of free spell for starting mages - something like the D&D classic "arcane missiles". it could be really cheap (like 3 mana or something), deal decent damage for a low level spell and stop scaling at low/mid levels (like 1-5 per level up to a maximum of 5-25 *hint hint D&D rip-off*). you could use that spell as your baseline attack that gets unlocked with picking mage spec (just like counterspell) 

a destruction minded mage probably would stop using it once the real damage spells outscale it, and a summoner or healer mage could spam it when he has nothing better to do or wants to limit mana usage on trivial fights.

 
End of Azunai_'s quote

I agree that spells need an overhaul.

Be careful, every time I've mentioned D&D-like changes to the game, people get bent out of shape here. :grin:

My solution would be to make spell damage a function of the sovereign's level, with the shards acting as modifers/amplifiers.

Reply #5 Top

I take it this would apply for heroes too? (spell damage for heroes with spells)

Reply #6 Top

Quoting Borg999, reply 4
My solution would be to make spell damage a function of the sovereign's level, with the shards acting as modifers/amplifiers.
End of Borg999's quote

In that case you would have useless spells at the beginning and overpowered spells at the end, because the hit points do not scale as much as the spell damage IF you add multipliers like warlock, evoker and items:

Soulspark at level 1: 3 points of damage (2 + 1)

Soulspark at level 20 with warlock and evoker IV: 50 points of damage (2 + 20 + 50 % + 80 %)

Reply #7 Top

Quoting Wizard1200, reply 6



Quoting Borg999,
reply 4
My solution would be to make spell damage a function of the sovereign's level, with the shards acting as modifers/amplifiers.


In that case you would have useless spells at the beginning and overpowered spells at the end, because the hit points do not scale as much as the spell damage IF you add multipliers like warlock, evoker and items:

Soulspark at level 1: 3 points of damage (2 + 1)

Soulspark at level 20 with warlock and evoker IV: 50 points of damage (2 + 20 + 50 % + 80 %)
End of Wizard1200's quote

 Well sure, if you implement the level system, other game factors would have to be adjusted to accomodate it.

As far as spells at the beginning, a minum damage amount could be set.

Reply #8 Top

We need some cheap spells, maybe even free spells, that do not scale much, so they are good at the start and not overpowered at the end.

As an example - the lighting that goes through up to 5 units in a line - it is always set at 10 damage. If it cost 10 or less mana, it might be an interesting early game option. As is, it is pretty useless.

 

So, some suggestions:

0 mana, 4 lighting damage. Maybe even +1 damage per level? Could be a level 1 air spell. "Arc"

5 mana, 2 poison damage per round to a single unit. Level one death spell. "Fester"

5 Mana, melee attack damage (but at range). Level 2 earth spell. "Displaced Blade"

0 mana, 2 cold damage, 50% chance to daze. Level 2 water spell "Chill"

10 mana 3x3 area of ground ignites, doing 1 damage to anyone in the area, and 1 damage to any unit that moves onto the burning area. Level 2 Fire spell. "Burning Ground"

 

Reply #9 Top

Seems like every game update they remove more spells instead of adding to them. Maybe they expect everyone to use mods to make their casters effective at all levels and with all elements.

Reply #10 Top

Quoting Sanati, reply 9
Seems like every game update they remove more spells instead of adding to them. Maybe they expect everyone to use mods to make their casters effective at all levels and with all elements.
End of Sanati's quote

Yeah, i think the Aeromancy, Geomancy, Hydromancy and Pyromancy spells should be in the spellbooks and not in the Mage tree, because they are useful for all paths.

Aeromancy (+ 25 % damage with Air spells) > Summon Air Elemental

Geomancy (+ 25 % damage with Earth spells) > Summon Earth Elemental

Hydromancy (+ 25 % damage with Water spells) > Summon Ice Elemental

Pyromancy (+ 25 % damage with Fire spells) > Summon Fire Elemental

Prodigy I (+ 15) > Evoker I (+ 25 %) > Affinity > Savant > Prodigy II (+ 15) > Evoker II (+ 25 %)

Reply #11 Top

Too many terrible prerequisites to mage traits. Not enough decent, innovative and early game traits.

Remove the the III's (at least as requirements for other traits) and spellbooks (We already have traits that give spells).  Allow us to get some decent traits like evoker or affinity by like lv 5 not lv 10.

Has anyone even gotten to the end of a mage trait tree? Cause ive beaten medium maps without getting past halfway.