I also am keen to hear about the customization for the channeller. I would hope that there are some things that you can choose at the start, and then some choices to make as you gain experience / essence.
Yes, I agree. I wouldn't want all channelers to start out identical at the beginning of every game. You should be able to customize your channeler at the start, but that shouldn't be the only customization you ever really get to do. It should be a continuous process that lasts until you win or lose.
I also think that some of these choices should be permanent trade-offs - perhaps something like a perk-feat system. I always thought it was a cop-out that you could get extra spell books and traits from the magic nodes in Myrror. I think it's a mistake when games allow you to max out your character.
Definitely. For one, I don't think there should be such a thing as being able to max out the channeler. There should be no limit, no such thing as a maxed out channeler - because you can always be more. On the other hand I completely agree that there should be permanent trade-offs. For one, deciding to master an additional school of magic means that your other masteries will not be as strong as they could be. Or you could choose to focus on one school to the exclusion of all else, resulting in one supremely powerful mastery, at the cost of the versatility that competency in other schools would provide.
Based on dev posts, there will probably be opposing aspects of each magic school. So even if you are a grandmaster of life magic, you aren't going to be granting your citizenry perfect health and raising armies of skeletons. Same with the other schools (although what the differen't 'aspects' of the other schools will be, who knows). This way even if you're playing a ginormous map and decide to master all the schools, you won't be able to use every spell. At least not very effectively.
And, if they decide to make an involved spell-upgrade system, that would be another place where you'd need to make trade-offs. Do you learn every earth spell you can? Or do you focus on a subset, resulting in fewer but stronger spells you can use?
And personally, I don't want a MoM-style system where the game chooses which spells will be available for research at map generation, and that's it. I'd much rather see a form of magic research tree. It could be fun if a set of 'default' spells are chosen at the beginning that you can easily research, as well as a way to research the ability to research non-default spells (thus getting non-default spells is harder and costlier to do).
@Rhishisikk, YES! I am pigeonpigeon and I approve Rhishisikk's message!